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diff --git a/Assets/HighlightPlus/Demo/Scripts.meta b/Assets/HighlightPlus/Demo/Scripts.meta
new file mode 100644
index 0000000..914c5e0
--- /dev/null
+++ b/Assets/HighlightPlus/Demo/Scripts.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/HighlightPlus/Demo/Scripts/HitFxDemo.cs b/Assets/HighlightPlus/Demo/Scripts/HitFxDemo.cs
new file mode 100644
index 0000000..b042385
--- /dev/null
+++ b/Assets/HighlightPlus/Demo/Scripts/HitFxDemo.cs
@@ -0,0 +1,24 @@
+锘縰sing UnityEngine;
+
+namespace HighlightPlus.Demos {
+
+ public class HitFxDemo : MonoBehaviour {
+
+ public AudioClip hitSound;
+
+ void Update() {
+
+ if (!InputProxy.GetMouseButtonDown(0)) return;
+
+ Ray ray = Camera.main.ScreenPointToRay(InputProxy.mousePosition);
+ if (Physics.Raycast(ray, out RaycastHit hitInfo)) {
+ HighlightEffect effect = hitInfo.collider.GetComponent();
+ if (effect == null) return;
+ AudioSource.PlayClipAtPoint(hitSound, hitInfo.point);
+ effect.HitFX(hitInfo.point);
+ }
+
+ }
+ }
+
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Demo/Scripts/HitFxDemo.cs.meta b/Assets/HighlightPlus/Demo/Scripts/HitFxDemo.cs.meta
new file mode 100644
index 0000000..d786bcb
--- /dev/null
+++ b/Assets/HighlightPlus/Demo/Scripts/HitFxDemo.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/HighlightPlus/Demo/Scripts/ManualSelectionDemo.cs b/Assets/HighlightPlus/Demo/Scripts/ManualSelectionDemo.cs
new file mode 100644
index 0000000..f731fb5
--- /dev/null
+++ b/Assets/HighlightPlus/Demo/Scripts/ManualSelectionDemo.cs
@@ -0,0 +1,28 @@
+锘縰sing UnityEngine;
+using HighlightPlus;
+
+namespace HighlightPlus.Demos {
+
+ public class ManualSelectionDemo : MonoBehaviour {
+
+ HighlightManager hm;
+
+ public Transform objectToSelect;
+
+ void Start() {
+ hm = FindObjectOfType();
+ }
+
+ void Update() {
+ if (Input.GetKeyDown(KeyCode.Alpha1)) {
+ hm.SelectObject(objectToSelect);
+ }
+ if (Input.GetKeyDown(KeyCode.Alpha2)) {
+ hm.ToggleObject(objectToSelect);
+ }
+ if (Input.GetKeyDown(KeyCode.Alpha3)) {
+ hm.UnselectObject(objectToSelect);
+ }
+ }
+ }
+}
diff --git a/Assets/HighlightPlus/Demo/Scripts/ManualSelectionDemo.cs.meta b/Assets/HighlightPlus/Demo/Scripts/ManualSelectionDemo.cs.meta
new file mode 100644
index 0000000..2020a5a
--- /dev/null
+++ b/Assets/HighlightPlus/Demo/Scripts/ManualSelectionDemo.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/HighlightPlus/Demo/Scripts/SphereHighlightEventExample.cs b/Assets/HighlightPlus/Demo/Scripts/SphereHighlightEventExample.cs
new file mode 100644
index 0000000..09300bd
--- /dev/null
+++ b/Assets/HighlightPlus/Demo/Scripts/SphereHighlightEventExample.cs
@@ -0,0 +1,40 @@
+锘縰sing UnityEngine;
+using HighlightPlus;
+
+namespace HighlightPlus.Demos {
+
+ public class SphereHighlightEventExample : MonoBehaviour {
+
+ HighlightEffect effect;
+
+ void Start() {
+ effect = GetComponent ();
+ effect.OnObjectHighlightStart += ValidateHighlightObject;
+ }
+
+
+ bool ValidateHighlightObject(GameObject obj) {
+ // You can return false to cancel highlight on this object
+ return true;
+ }
+
+ void HighlightStart () {
+ Debug.Log ("Gold sphere highlighted!");
+ }
+
+ void HighlightEnd () {
+ Debug.Log ("Gold sphere not highlighted!");
+ }
+
+ void Update() {
+ if (InputProxy.GetKeyDown ("space")) {
+ effect.HitFX (Color.white, 0.2f);
+ }
+ if (InputProxy.GetKeyDown("c")) {
+ effect.SetGlowColor(new Color(Random.value, Random.value, Random.value));
+ }
+
+ }
+ }
+
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Demo/Scripts/SphereHighlightEventExample.cs.meta b/Assets/HighlightPlus/Demo/Scripts/SphereHighlightEventExample.cs.meta
new file mode 100644
index 0000000..1e37e81
--- /dev/null
+++ b/Assets/HighlightPlus/Demo/Scripts/SphereHighlightEventExample.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Assets/HighlightPlus/Demo/Scripts/SphereSelectionEventsExample.cs b/Assets/HighlightPlus/Demo/Scripts/SphereSelectionEventsExample.cs
new file mode 100644
index 0000000..76d0dd5
--- /dev/null
+++ b/Assets/HighlightPlus/Demo/Scripts/SphereSelectionEventsExample.cs
@@ -0,0 +1,26 @@
+锘縰sing UnityEngine;
+using HighlightPlus;
+
+namespace HighlightPlus.Demos {
+
+ public class SphereSelectionEventsExample : MonoBehaviour {
+
+ void Start() {
+ HighlightManager.instance.OnObjectSelected += OnObjectSelected;
+ HighlightManager.instance.OnObjectUnSelected += OnObjectUnSelected;
+ }
+
+ bool OnObjectSelected(GameObject go) {
+ Debug.Log(go.name + " selected!");
+ return true;
+ }
+
+ bool OnObjectUnSelected(GameObject go) {
+ Debug.Log(go.name + " un-selected!");
+ return true;
+ }
+
+
+ }
+
+}
\ No newline at end of file
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diff --git a/Assets/HighlightPlus/Documentation/Documentation.pdf b/Assets/HighlightPlus/Documentation/Documentation.pdf
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+USER GUIDE
+ 1
+Contents
+
+Introduction ............................................................................................................................................3
+
+Quick Start and Demo Scenes...................................................................................................................3
+
+How to use the asset in your project.........................................................................................................4
+Option 1: Highlighting/customizing gameobjects .............................................................................................................4
+Option 2: Highlighting/customizing ANY gameobject automatically ................................................................................4
+Ignoring specific gameobjects from highlighting...............................................................................................................4
+
+Highlighting vs Selection ..........................................................................................................................5
+Highlighting ........................................................................................................................................................................5
+Selection............................................................................................................................................................................. 5
+
+Full list of options in Highlight Effect component .......................................................................................6
+General Settings.................................................................................................................................................................6
+Highlight Options ...............................................................................................................................................................6
+Outline Effect Options .......................................................................................................................................................7
+Outer Glow Effect Options.................................................................................................................................................8
+Inner Glow Effect Options..................................................................................................................................................9
+Overlay Effect Options .......................................................................................................................................................9
+Target Effect Options .........................................................................................................................................................9
+See-Through Effect Options.............................................................................................................................................10
+Hit-FX Effect Options........................................................................................................................................................11
+
+Scripting support ...................................................................................................................................12
+Using scripting to add effects ..........................................................................................................................................12
+Setting profile at runtime ................................................................................................................................................12
+Changing properties at runtime.......................................................................................................................................12
+Executing a Hit FX effect ..................................................................................................................................................12
+Starting the Target FX on demand...................................................................................................................................12
+Changing the target of highlight using scripting..............................................................................................................13
+Events / reacting to highlighting......................................................................................................................................13
+Events / reacting to selection ..........................................................................................................................................14
+
+ Using the Highlight Manager ......................................................................................................................................14
+ Using the Highlight Trigger .........................................................................................................................................14
+Messages..........................................................................................................................................................................15
+Manually selecting/toggling/unselecting objects with Highlight Manager.....................................................................15
+
+Advanced Topics and Notes....................................................................................................................16
+Quick help & tips..............................................................................................................................................................16
+Normals Option................................................................................................................................................................16
+Highlight when entering a volume ..................................................................................................................................16
+Depth Clip option .............................................................................................................................................................16
+Compatibility of transparent objects with depth clip option ..........................................................................................17
+Compatibility of see-through effect with transparent shaders.......................................................................................17
+Masking UI .......................................................................................................................................................................17
+Static batching .................................................................................................................................................................17
+Cancelling see-through effect behind certain objects.....................................................................................................17
+Excluding submeshes .......................................................................................................................................................18
+Custom Vertex Transformations......................................................................................................................................18
+Controlling which objects can be selected ......................................................................................................................18
+Custom sorting.................................................................................................................................................................19
+Universal Rendering Pipeline compatibility.....................................................................................................................19
+
+ 2
+Introduction
+
+Thank you for purchasing!
+Highlight Plus is a simple yet powerful package for adding outline, glow and other effects to your
+gameobjects.
+We hope you find the asset easy and fun to use. Feel free to contact us for any enquiry.
+Visit our Support Forum on https://kronnect.com for help and access to the latest beta releases.
+Kronnect Technologies
+Email: contact@kronnect.com
+Support Forum: https://www.kronnect.com/support
+
+Quick Start and Demo Scenes
+
+ 1. Import the asset into your project or create an empty project.
+ 2. Go to Demo folder and run the demo scenes to quickly test the asset effects.
+ 3. Examine the code behind the script attached to the Demo game object in demo scene 1.
+The Demo scenes contains 3 spheres with a Highlight Effect and Highlight Trigger scripts attached to each
+one. Each sphere has:
+ - The Highlight Effect script contains all the settings and appearance properties for the effects. If you
+
+ activate the 鈥淗ighlighted鈥 checkbox, the effects will be rendered immediately.
+ - The Highlight Trigger component checks the position of the pointer and detected when it passes over
+
+ the gameobject. When this occurs, it activates the 鈥淗ighlighted鈥 checkbox of the previous component
+ and disables it when the pointer exits the gameobject.
+
+Alternatively, you can create a 鈥淗ighlight Manager鈥 from the top menu GameObject -> Effects -> Highlight
+Plus -> Create Manager. This command will create a gameobject with the Highlight Manager script attached,
+responsible for detecting mouse interaction with any gameobject that matches the layer and other settings
+in the manager and highlight it accordingly.
+
+ 3
+How to use the asset in your project
+
+Option 1: Highlighting/customizing gameobjects
+ 鈻 Add HighlightEffect.cs script to any gameobject. Customize the appearance options.
+ 鈻 Optionally add HighlightTrigger.cs script to the gameobject. It will activate highlight on the
+ gameobject when mouse pass over it. A collider must be present on the gameobject. Note: adding a
+ HighlightTrigger.cs script to a gameobject will automatically add a HighlightEffect component.
+ In the Highlight Effect inspector, you can specify which objects, in addition to the parent, are also affected
+ by the effects. The 鈥淚nclude鈥 property in the inspector allows:
+ a) Only this object
+ b) This object and its children
+ c) All objects from the root to the children
+ d) All objects belonging to a layer
+ e) Custom targets specified by script (see Advanced Topics & Notes)
+
+Option 2: Highlighting/customizing ANY gameobject automatically
+ 鈻 Select top menu GameObject -> Effects -> Highlight Plus -> Create Manager.
+ 鈻 Customize behaviour of Highlight Manager. Those settings wil be applied to any gameobject
+ highlighted by the manager. But if a gameobject already has a HighlightEffect component, the
+ manager will use those settings instead.
+
+Ignoring specific gameobjects from highlighting
+ In addition to the 鈥淚nclude鈥 options in the inspector, you can add a 鈥淗ighlight Effect鈥 component to
+ the gameobject that you don鈥檛 want to be highlighted and activate the 鈥淚gnore鈥 checkbox.
+ If you鈥檙e using the Highlight Manager, it also provides some filter options like Layer Mask.
+
+ 4
+Highlighting vs Selection
+
+Highlight Plus offers a Selection feature integrated in the Highlight Manager, which can draw objects
+differently depending if they鈥檙e selected or not. You can select any number of objects by clicking on them.
+
+Highlighting
+Refers to the temporary effect that causes an object to show an outline, glow or other kind of effect. For
+example, when using the Highlight Trigger or Highlight Manager components, and the 鈥淗ighlight On Hover鈥
+checkbox is activated, the asset will 鈥渉ighlight鈥 any target automatically when the pointer is positioned over
+that target. When you move the pointer out of the object, the highlight disappears.
+You can also use scripting to toggle the highlight on / off by calling SetHighlighted() or setting the highlighted
+property of the HighlightEffect component.
+The demo scene 1 provides an example of highlighting spheres.
+
+Selection
+Refers to the ability to keep the highlight visible when you click on objects. To enable the new selection
+feature, tick the option 鈥淪elect On Click鈥 and assign a 鈥渟elected鈥 profile and a 鈥渟elected and highlighted鈥
+profile:
+
+ 鈥 Selected Profile: the profile you want to use to visualize an object that鈥檚 selected only (not
+ highlighted).
+
+ 鈥 Selected and Highlighted Profile: the profile to use when the object is both selected and highlighted.
+The Highlight Effect attached to the Highlight Manager contains the default highlight settings which are used
+to highlight objects that are not selected.
+The Highlight Manager script exposes a 鈥渟electedObjects鈥 public property which can be used with scripting
+to get a list of the currently selected objects
+Use the SelectObject, ToggleObject and UnselectObject methods of the Highlight Manager to manually
+control the selection state of any object in the scene using scripting.
+The demo scene 2 provides an example of selection by clicking on spheres.
+
+ 5
+Full list of options in Highlight Effect component
+
+The Highlight Effect component provides many options. This section covers each one of them:
+ - Profile: allows you to assign a profile with custom settings. You can create a profile by clicking
+ 鈥淐reate鈥, customize that profile and reuse it on any number of highlight effect components.
+
+General Settings
+
+ - Preview In Editor: enabling this option will render the effects while in Edit mode. Note that most
+ effects won鈥檛 be visible unless the 鈥淗ighlighted鈥 checkbox is enabled.
+
+ - Cameras Layer Mask: let you specify which cameras can render the effects. By default, every camera.
+ - Ignore Object Visibility: by default, Highlight Plus won鈥檛 render the effects if the object is not visible
+
+ in screen. If you鈥檙e using some tool that uses GPU instancing to render the object directly on the GPU
+ and not using the regular renderer component, enable this option to force the effects to be rendered.
+ - Reflection Probes: enable to render the effects on reflection probe cameras.
+ - Normals Option: several options to smooth or reorient normals of the geometry of the object. Only
+ used in outline and glow effects when rendering in Fast, Average or High quality mode (mesh-based
+ effects, not used in Highest quality modes or screen-space mode).
+ - Sub Mesh Mask: bitwise mask that filters which sub-mesh will be highlighted. Useful for objects that
+ have multiple sub-meshes.
+ - GPU Instancing: enabled by default, improves rendering performance of outline and glow effects.
+
+Highlight Options
+
+ - Ignore: let you disable any effect on this object. If you use the Highlight Manager, it will still use this
+ highlight effect component values.
+
+ - Include: this option let you specify which other objects will also be highlighted. It鈥檚 extremely useful
+ as you can using a single highlight effect on the root of a group of objects for example, and include
+ all the children. The outline and glow effects will be combined and show a single contour around the
+ entire group if they overlap.
+
+ 6
+ o Object Name Filter: let鈥檚 you specify which objects will be included (according to the Include
+ option) by filtering their names. For example, if you have 5 children, you could use a prefix or
+ suffix to specify which of them will be highlighted.
+
+ o Combine Meshes: this option is useful for objects that do not rotate individually. Highlight
+ Plus will automatically combine the meshes of the group, reducing the number of draw calls
+ dramatically.
+
+ - Alpha Cut Off: applies an alpha cutoff to the effects, useful when you鈥檙e highlighting semi-
+ transparent objects or objects that exhibit holes or transparent parts in their textures like leaves,
+ fences, etc.
+
+ - Cull Back Faces: do not apply the effects to back faces. Enabled by defauflt.
+ - Fade In/Out Duration: applies a 鈥渓erping鈥 effect for the given duration.
+ - Constant Width: keeps the outline or glow width constant regardless of the distance of the object to
+
+ the camera.
+ - Depth Clip: performs a depth buffer clipping so effects are correctly hidden behind solid geometry.
+
+Outline Effect Options
+
+The outline shows a usually thin colored line around the object.
+
+ - Outline: controls the transparency of the outline. A value of 0 deactivates completely this effect.
+ - Width: the width of the outline. The 鈥淐onstant Width鈥 option in the previous section can affect the
+
+ actual visible width.
+ - Color: the color for the outline.
+ - Quality: there鈥檙e 4 quality modes: fast, average, high and highest. The first 3 quality modes use a
+
+ mesh-based rendering technique which is usually faster. The Highest quality mode uses a screen-
+ space effect which provides a smoother result. The quality modes and the actual result can vary
+ depending on the characteristic of the highlighted object so don鈥檛 hesitate to use the mode that looks
+ or perform better in your case, regardless of the name. For example, the 鈥淔ast鈥 quality mode usually
+ works best for simple objects.
+ - Visibility: controls the z-buffer testing for the outline. Let you specify if the outline should be visible
+ on top of everything, only when the object is occluded (check also see-through effect for more
+ options) or normal, which means the outline will be visible when the object is visible as well.
+ - Optimal Blit: when in Highest Quality mode, performs a blit over the affected region of the screen,
+ instead of using a full-screen blit. This option will improve performance.
+ - Independent: this option forces the outline to show completely ignoring other highlighted objects
+ that could overlap on the screen. By default, Highlight Effect will merge the outlines of overlapping
+ objects, showing a continuous outline around the mixed group. By enabling the Independent option
+ you ensure that the outline is visible around each group separately.
+
+ 7
+Outer Glow Effect Options
+The outer glow effect shows a bright glow or bloom-like effect, usually wider than the outline, around the
+object.
+
+ - Outer Glow: controls the transparency of the outer glow. A value of 0 disables this effect.
+ - Width: the width of the glow. Check the 鈥淐onstant Width鈥 setting in Highlight Options section
+
+ because it can affect the actual width displayed.
+ - Visibility: controls the z-buffer testing for the effect. Let you specify if the glow should be visible on
+
+ top of everything, only when the object is occluded or normal, which means the glow will be visible
+ when the object is visible as well.
+ - Dithering: only used in mesh-based quality modes, let you control the style of the dithering used in
+ the glow. This is a pure and optional artist-driven effect. You can disable it to show a solid glow.
+ - Blend Passes: in mesh-based quality modes, the outer glow is achieved by rendering the object mesh
+ using several custom passes. When this option enabled, each pass will be blended with the previous
+ one. If the option is disabled, each pass is rendered additively.
+ - Glow Passes: let you configure the number and characteristic of each glow pass including color, offset
+ and transparency (alpha).
+ - Animation Speed: the outer glow will animate if this value is greater than 0.
+To quickly change the glow color using scripting, you can call SetGlowColor(color) method on the
+HighlightEffect component. Check demo scene 1 for an example.
+
+ 8
+Inner Glow Effect Options
+The Inner Glow renders a rim-like effect over the object.
+
+ - Inner Glow: controls the transparency of the inner glow effect which renders inside the object, like
+ a rim lighting effect. A value of 0 disables this effect.
+
+ - Color: the color for this effect.
+ - Width: the amount of inner glow.
+ - Visibility: controls the z-buffer testing for the effect. Let you specify if the glow should be visible on
+
+ top of everything, only when the object is occluded or normal, which means the glow will be visible
+ when the object is visible as well.
+Overlay Effect Options
+The Overlay effect adds a solid color over the object with custom transparency.
+
+ - Overlay: controls the transparency of the effect. A value of 0 disables this effect.
+ - Color: the color of the effect.
+ - Blending: determines how much the color is blended with the original color/texture of the object.
+ - Min Intensity: minimum intensity for the blending.
+ - Animation Speed: the speed of the overlay 鈥減ulse鈥. Enter 0 to disable animation.
+Target Effect Options
+The Target effect adds an animated object floating over the highlighted target.
+
+ - Texture: the overlay texture to be used for this effect.
+ - Color: the tint color for such texture.
+ - Center: where the target should be positioned. If not set, the center of the highlighted object will be
+
+ used. However, if the object has multiple parts or children, you could assign a transform of a child
+ instead (ie. part of the body of a monster).
+ - Rotation Speed: the speed at which the object rotates. Enter 0 to disable rotation.
+ - Initial / End Scale: used to create a zoom / pulsating effect.
+
+ 9
+ - Scale To Object Bound: the scale of the target image will be relative to the object screen bounds (if
+ object grows, the target effect will also expand). Note that if object rotates and its bounds change,
+ the target effect will also change its size. This can produce a strange result so you may prefer to have
+ this option disabled for rotating characters/objects.
+
+ - Transition Duration: the duration of the transparency transition when the overlay texture
+ appears/disappears.
+
+ - Align To Ground: projects the target sprite on the ground (as a decal). In this mode, vertical walls will
+ be detected by using the camera depth texture and reconstructed normal of the scene so the decal
+ won鈥檛 appear stretched on the wall. Use the Fade Power option to attenuate the target sprite with
+ elevation.
+
+ - Stay Duration: how long the overlay texture will be displayed when the object is no longer highlighted
+ until it fades out. A value of 0 keeps the effect visible until it鈥檚 deactivated.
+
+ - Visibility: controls the z-buffer testing for the effect. Let you specify if the glow should be visible on
+ top of everything, only when the object is occluded or normal, which means the glow will be visible
+ when the object is visible as well.
+
+See-Through Effect Options
+
+The see-through effect, also known as x-ray effect, shows when the object is occluded by other elements, like
+walls.
+
+ - See Through: determines if the see-through will be visible only when the object is highlighted, always
+ when it鈥檚 occluded or never. Use 鈥淣ever鈥 to completely disable this effect.
+
+ - Occlude Layer: if this value is different to Everything, the asset will use raycasting to try to determine
+ if an object belonging to a matching layer is occluding the highlighted object. If it hits an occluding
+ object, the see-through effect will be activated.
+ o Threshold: when using the occlude layer, the object bound size is multiplied by this value
+ when testing occlusion. You can use this value to avoid false positives and only show the see-
+ through effect when the object is really behind another solid object.
+ o Check Individual Objects: by default, Highlight Plus takes all children affected by the see-
+ through effect of this component and combines the bounds before testing occlusion. If this
+ option is enabled, the occlusion test is performed per each individual child.
+ o Depth Offset / Max Depth: provides distance limitations to the effect (distance referred to
+ the occluder). A value of 0 will not use these options.
+ o Accurate: when using the occlude layer, this option enables pixel-perfect occlusion.
+
+ - Intensity: intensity of brightness of the effect.
+ - Color & Color Blend: controls the color and intensity of the blending of the color with the original
+
+ color/texture of the object.
+ - Noise: optional, artist-driven, effect.
+ - Border When Hidden: this option let you show an additional outline but only when see-through is
+
+ active.
+ 10
+ - Ordered: when enabled, it will respect the relative distance to camera when rendering see-through
+ effect.
+
+A common scenario when using the See-Through effect is when you want your character to be occluded by
+walls and not ground or ceilings. A solution involves assigning your walls to a different layer than the
+ground/ceilings and specify that layer in the Occluder Layer of the See-Through effect. Enable the 鈥淎ccurate鈥
+option for best results:
+
+In the screenshot above, you can see the see-through effect is visible only over the wall but not over the
+grass or terrain.
+Hit-FX Effect Options
+This effect is only usable in play mode. It let you show a 鈥減unch鈥 effect by changing the color of the hit object
+briefly. In play mode you can test it:
+
+Please refer to the 鈥淓xecuting a Hit-FX effect鈥 in the next section for sample code.
+ 11
+Scripting support
+
+Using scripting to add effects
+
+ Use GetComponent() to get a reference to the component of your gameobject.
+ Most properties shown in the inspector can be accessed through code, for example:
+
+ using HighlightPlus;
+ 鈥
+ HighlightEffect effect = myGameObject.GetComponetn();
+ effect.outline = true;
+ effect.outlineColor = Color.blue;
+ effect.SetGlowColor(Color.yellow);
+ effect.UpdateMaterialProperties();
+
+ To control the state of the highlight, use:
+ effect.SetHighlighted(true/false) or effect.highlighted = true/false.
+
+ Important! If you change the hierarchy of your object (change its parent or attach it to another
+ object), you need to call effect.Refresh() to make Highlight Plus update its internal data.
+
+Setting profile at runtime
+
+ Call ProfileLoad() or ProfileReload() methods of the HighlightEffect component and pass your
+ highlight profile object.
+
+Changing properties at runtime
+
+ When changing specific script properties at runtime, call UpdateMaterialProperties() to ensure
+ those changes are applied immediately.
+
+Executing a Hit FX effect
+
+ The HitFX effect is a fast flash overlay effect which is used from code. Just call HitFX and pass the
+ desired parameters:
+
+ using HighlightPlus;
+ 鈥
+ HighlightEffect effect = myGameObject.GetComponetn();
+ effect.HitFX(color, duration, initial_intensity);
+
+Starting the Target FX on demand
+
+ Call effect.StartTargetFX() method to start the target FX whenever you wish.
+ Note: if you change target fx properties using scripting, you may need to call
+ UpdateMaterialProperties() so the new values get reflected in new target fx executions.
+
+ 12
+Changing the target of highlight using scripting
+
+ The objects to be highlighted by the script are those configured by the 鈥淚nclude鈥 option in the
+ Highlight Options section. However, you can override this selection using scripting in two ways:
+
+ effect.SetTarget(transform) will instruct the script to execute the effects on the given object.
+ effect.SetTarget(transform, Renderer[] additionalObjects) will do the same but also will
+ include any number of other renderers. Useful when you want to highlight a set of objects defined
+ by a script.
+
+Events / reacting to highlighting
+
+Note: check SphereHighlightEventExample.cs script in the demo scene.
+The Highlight Effect script exposes two events (OnObjectHighlightStart and OnObjectHighlightEnd) which
+fire when the object highlight starts or ends.
+
+ Example:
+
+ using UnityEngine;
+ using HighlightPlus;
+ public class SphereHighlightEventExample : MonoBehaviour {
+
+ void Start() {
+ HighlightEffect effect = GetComponent ();
+ effect.OnObjectHighlightStart += ValidateHighlightObject;
+
+ }
+
+ bool ValidateHighlightObject(GameObject obj) {
+ // Used to fine-control if the object can be highlighted; return false to cancel
+
+ highlight
+ return true;
+
+ }
+ }
+
+These two events are also exposed by the HighlightManager and the HighlightTrigger.
+For example, when using the HighlightManager, you can also hook into its OnObjectHighlightStart,
+OnObjectHighlightEnd, OnObjectSelected, OnObjectUnselected events:
+
+ HighlightManager.instance.OnObjectHighlightStart += MyEventHandler;
+
+ 13
+Events / reacting to selection
+
+ Selection events OnObjectSelected and OnObjectUnSelected are provided by the
+ HighlightManager or HighlightTrigger components. Check demo scene 2 for a working sample (using
+ the code below).
+
+Using the Highlight Manager
+
+ using UnityEngine;
+ using HighlightPlus;
+
+ public class SelectionEventExample : MonoBehaviour {
+
+ void Start() {
+ HighlightManager.instance.OnObjectSelected += SelectObject;
+ HighlightManager.instance.OnObjectUnSelected += UnSelectObject;
+
+ }
+
+ bool SelectObject (GameObject obj) {
+ // Used to fine-control if the object can be selected; return false to cancel
+
+ selection
+ return true;
+
+ }
+
+ bool UnSelectObject (GameObject obj) {
+ // Used to fine-control if the object can be unselected; return false to cancel
+
+ unselection
+ return true;
+
+ }
+ }
+
+Using the Highlight Trigger
+
+ using UnityEngine;
+ using HighlightPlus;
+
+ public class SelectionEventExample : MonoBehaviour {
+
+ void Start() {
+ HighlightTrigger ht = GetComponent ();
+ ht.OnObjectSelected += SelectObject;
+ ht.OnObjectUnSelected += SelectObject;
+
+ }
+
+ bool SelectObject (GameObject obj) {
+ // Used to fine-control if the object can be selected; return false to cancel
+
+ selection
+ return true;
+
+ }
+
+ bool UnSelectObject (GameObject obj) {
+ // Used to fine-control if the object can be unselected; return false to cancel
+
+ unselection
+ return true;
+
+ }
+ }
+
+ 14
+Messages
+
+ Highlight Effect will send the 鈥淗ighlightStart鈥 and 鈥淗ighlightEnd鈥 to any script attached to the
+ gameobject when its highlighted (or highlight ends). You can get those messages using the
+ following code:
+
+ using UnityEngine;
+ using HighlightPlus;
+
+ public class MyBehaviour : MonoBehaviour {
+
+ void HighlightStart () {
+ Debug.Log ("Object highlighted!");
+
+ }
+
+ void HighlightEnd () {
+ Debug.Log ("Oject not highlighted!");
+
+ }
+
+ }
+
+Manually selecting/toggling/unselecting objects with Highlight Manager
+
+ The Highlight Manager provides a 鈥渟election鈥 state functionality which you can invoke using the
+ methods SelectObject, ToggleObject and UnselectObject of the Highlight Manager. The following
+ code is extracted from demo scene 2:
+
+ using UnityEngine;
+ using HighlightPlus;
+
+ namespace HighlightPlus.Demos {
+
+ public class ManualSelectionDemo : MonoBehaviour {
+
+ HighlightManager hm;
+
+ public Transform objectToSelect;
+
+ void Start() {
+ hm = FindObjectOfType();
+
+ }
+
+ void Update() {
+ if (Input.GetKeyDown(KeyCode.Alpha1)) {
+ hm.SelectObject(objectToSelect);
+ }
+ if (Input.GetKeyDown(KeyCode.Alpha2)) {
+ hm.ToggleObject(objectToSelect);
+ }
+ if (Input.GetKeyDown(KeyCode.Alpha3)) {
+ hm.UnselectObject(objectToSelect);
+ }
+
+ }
+ }
+ }
+
+ 15
+Advanced Topics and Notes
+
+Quick help & tips
+
+ Highlight Plus has been designed to be used without having to read a long manual. Hover the mouse
+ over the label of any option in the inspector to reveal a tooltip with a short explanation of that option.
+
+ This section contains specific instructions or notes about specific features or issues.
+
+Normals Option
+
+ Highlight Plus can automatically optimize mesh normal to provide a better result. The available options
+ are:
+
+ - Smooth: this will improve the outline effect when using the Fast or High-quality level (not with
+ Highest).
+
+ - Preserve Original: in some circumstances you may want to modify your mesh dynamically and
+ also want Highlight Plus to avoid caching that mesh 鈥 enable 鈥淧reserve Original Mesh鈥 to force
+ Highlight Plus to use the original mesh always.
+
+ - Reorient: this will replace existing normal with a vector pointing out from the center of the object.
+ Useful for some 2D geometry or objects without normals.
+
+ Note that Highlight Plus won鈥檛 never change the original mesh of your objects so these are safe
+ operations.
+
+Highlight when entering a volume
+
+ It鈥檚 possible to automatically enable/disable highlight effects when object enters/exits a volume. Add
+ a HighlightTrigger component to the object and select 鈥淰olume鈥 as trigger mode.
+
+ The script uses the OnTriggerEnter / OnTriggerExit events. The volume must have a collider marked
+ as IsTrigger and static. Also, the object entering the volume must have a rigidbody in order for the
+ events to trigger.
+
+Depth Clip option
+
+ When using Outline or Outer Glow in high quality mode, the asset relies on the depth buffer to
+ perform proper depth cull or depth clipping. However, when MSAA (integrated antialias) is enabled,
+ the depth buffer is not available at the stage Highlight Plus renders. If you need MSAA in your project
+ and wants depth clipping/culling, you can enable the 鈥淒epth Clip鈥 option in the Highlight inspector.
+ This option only is used when Outline or Outer Glow is set to High Quality (the other quality modes
+ work differently and do not require special treatment).
+
+ 16
+Compatibility of transparent objects with depth clip option
+
+ The Depth Clip option is only available for Outline and Outer Glow in High Quality modes. When
+ enabled, the special _CameraDepthTexture buffer is used to clip the effect. This option is useful if
+ you need to use MSAA since enabling MSAA disables depth checking in high quality mode.
+ Transparent objects do not write to this special texture unless you use this option in GameObject ->
+ Effects -> Highlight Plus -> 鈥淢ake Transparent Object Compatible With Depth Clip鈥.
+ Once you add this feature to your transparent object, make sure you also have 鈥淒epth Clip鈥 option
+ enabled in the objects to be highlighted using Outline or Outer Glow in HQ mode.
+
+Compatibility of see-through effect with transparent shaders
+
+ If you want the See-Through effect be seen through other transparent objects, their shaders need to
+ be modified so they write to depth buffer (by default transparent objects do not write to z-buffer).
+ To do so, select top menu GameObject -> Effects -> Highlight Plus -> 鈥淎dd Depth To Transparent
+ Object鈥.
+ Note that forcing a transparent object to write to depth buffer will cause issues with transparency.
+
+Masking UI
+
+ To avoid Highlight Plus effects show on top of any UI or sprite element, there鈥檙e a few options:
+ a) Use 鈥淪creen Space Overlay鈥 mode for canvas rendering. This mode renders the UI at the end of
+
+ the render loop so the UI appears on top of any highlight plus effect.
+ b) Use a second camera to render your world-space UI. Set the culling mask of your main camera
+
+ and the 鈥淯I camera鈥 accordingly (so the UI camera only renders the UI) and set the UI Camera
+ clear flag to 鈥淒epth only鈥. Make sure the 鈥淒epth鈥 value of the UI camera is greater than the
+ regular camera so the UI camera renders after the main camera. This setup is easy and ensures
+ the world-space UI renders on top of any highlight plus effect.
+ c) Create a panel on your UI and assign the material HighlightUIMask found in
+ HighlightPlus/Resources/Materials. This special material will write to stencil buffers and will
+ prevent Highlight Plus effects from rendering over that panel. This panel won鈥檛 be visible, it will
+ just serve the purpose of masking that portion of screen.
+
+Static batching
+
+ Objects marked as "static" need a MeshCollider to be highlighted (other collider types won鈥檛 work).
+ This required because Unity combines the meshes of static objects so it's not possible to access to
+ the individual meshes of non-batched objects.
+ Note: the MeshCollider can be disabled. The only purpose of this collider is to allow Highlight Effect
+ to get access to the original mesh before the merge performed by Unity when scene starts.
+
+Cancelling see-through effect behind certain objects
+
+ Add HighlightSeeThroughOccluder script to the object you want to block see-through effects.
+ The HighlightEffect.isSeeThroughOccluded will return true if any occluder using raycast mode is
+ covering the highlighted object.
+
+ 17
+Excluding submeshes
+
+ Use the SubMesh Mash property to specify which submeshes will be affected by the effect.
+
+ By default, a value of -1 means all submeshes. This is a component mask field. The effect does the
+ following test to determine if the submesh will be included:
+
+ (1< ();
+ manager.OnObjectSelected += ValidateSelection;
+
+ }
+
+ bool ValidateSelection(GameObject obj) {
+ // Used to fine-control if the object can be selected; return false to cancel
+
+ selection
+ return true;
+
+ }
+
+ }
+
+ 18
+Custom sorting
+ Highlight Plus effects render after transparent queue by default in any order. However, you can
+ control ordering of the effects by adding this script to the scene:
+
+ using UnityEngine;
+ using HighlightPlus;
+ [ExecuteAlways]
+ public class CustomRendering : MonoBehaviour {
+
+ void OnEnable() {
+ HighlightEffect.customSorting = true;
+
+ }
+ void Update() {
+
+ HighlightEffect.effects.Sort(Comparer);
+ }
+ int Comparer(HighlightEffect effect1, HighlightEffect effect2) {
+
+ float dist1 = effect1.transform.position.z;
+ float dist2 = effect2.transform.position.z;
+ return dist2.CompareTo(dist1);
+ }
+ }
+
+ In this case, the effects will be sorted by the z position. Feel free to sort the 鈥渆ffects鈥 list above
+ according to your needs.
+
+Universal Rendering Pipeline compatibility
+URP support is limited in this package. A version of Highlight Plus designed for URP can be found in the same
+asset (just import it from the URP folder).
+
+ 19
+
diff --git a/Assets/HighlightPlus/Documentation/Documentation.pdf.meta b/Assets/HighlightPlus/Documentation/Documentation.pdf.meta
new file mode 100644
index 0000000..71b14a2
--- /dev/null
+++ b/Assets/HighlightPlus/Documentation/Documentation.pdf.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 63c764939b9ea4aecacd8c4d7c76e19c
+timeCreated: 1578838656
+licenseType: Pro
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Documentation/Kronnect Assets.pdf b/Assets/HighlightPlus/Documentation/Kronnect Assets.pdf
new file mode 100644
index 0000000..3962137
--- /dev/null
+++ b/Assets/HighlightPlus/Documentation/Kronnect Assets.pdf
@@ -0,0 +1,234 @@
+Don鈥檛 miss these other cool assets brought to you by
+
+ BEAUTIFY 2 is an acclaimed full-screen image processing effect that improves the image quality in real time
+
+ producing incredibly crisp and vivid scenes. Compatible with built-in, LWRP and URP pipelines.
+ In addition to this unique image enhancement filter, you will find in Beautify additional effects like high quality Bloom,
+ dirty lens effect, vignetting, night & thermal vision and more!
+ Get it on the Asset Store:
+
+ https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/beautify-61730?aid=1101lGsd
+
+ DYNAMIC FOG & MIST 2 is a full-screen image effect that adds live, moving Fog, Mist and Sky Haze to your scenes
+
+ making them less dull and boring. Compatible with built-in and URP pipelines.
+ Get it on the Asset Store:
+
+ https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/dynamic-fog-mist-48200?aid=1101lGsd
+
+ VOLUMETRIC FOG & MIST 2 is the enhanced version of Dynamic Fog & Mist (which is also included in the package)
+
+ and has been designed to provide a better-looking fog and cloud formations with support of lighting and glow effects.
+ Compatible with built-in and URP pipelines.
+ It鈥檚 feature-rich with options like fog of war, Sun tracking, better transparent and sprite support, sun shafts and more.
+ Get it on the Asset Store:
+
+ https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/volumetric-fog-mist-49858?aid=1101lGsd
+ WORLD POLITICAL MAP SERIES is a collection of professional mapping assets for Unity (2D and Globe Editions). Used by
+
+ many companies and agencies across the world to visualize data, resources, interact with the user, etc.
+ Compatible with built-in and URP pipelines.
+
+ Get it on the Asset Store (Globe Edition):
+
+ https://assetstore.unity.com/packages/tools/gui/world-map-globe-edition-41890?aid=1101lGsd
+
+ Get it on the Asset Store (2D Edition):
+
+ https://assetstore.unity.com/packages/tools/gui/world-map-2d-edition-43180?aid=1101lGsd
+
+WORLD MAP STRATEGY KIT 2 is a complete framework for building AAA strategy games, including all world countries
+
+and provinces, +7000 cities, cool 3D PBS dynamic viewport for map, hexagonal grid, pathfinding, real elevation, and much
+more.
+Compatible with built-in and URP pipelines.
+
+Get it on the Asset Store:
+
+https://assetstore.unity.com/packages/templates/systems/world-map-strategy-kit-55121?aid=1101lGsd
+
+ WORLD MAPS PRO BUNDLE 2 is our most complete and professional suite of maps for Unity platform for the best price.
+
+ Compatible with built-in and URP pipelines.
+ This bundle contains:
+ - World Political Map Globe Edition
+ - World Political Map 2D Edition
+ - World Map Strategy Kit
+ - World Flags and Weather Icons
+
+ Purchase this bundle and save $$$!
+
+ https://assetstore.unity.com/packages/tools/gui/world-maps-pro-bundle-80125?aid=1101lGsd
+SHINY SSRR is our Screen Space Raytraced Reflections solution optimized for both forward and deferred rendering
+
+path. As with Beautify, this effect gives an instant boost to your scene by making light bounce on shiny surfaces, casting
+gorgeous reflections on all kind of reflective surfaces. Compatible with built-in and URP pipelines.
+Get it on the Asset Store:
+
+https://assetstore.unity.com/packages/slug/188638?aid=1101lGsd
+
+SKYBOX PLUS is an artist-driven replacement for Unity default skybox. Includes a lovely blend of procedural haze and
+
+hand-drawn clouds which mimic the style of Studio Ghibli.
+Supports full day/night transition with moon, stars, several cloud layers with custom animation and lot of customization
+options. . Compatible with built-in and URP pipelines.
+Get it on the Asset Store:
+
+https://assetstore.unity.com/packages/2d/textures-materials/sky/skybox-plus-182966?aid=1101lGsd
+
+VOLUMETRIC LIGHTS is a powerful asset to add scattering effect to any number of Unity lights. Supports spot, point
+
+and area light types. Directional lights are also supported for localized areas. Includes advanced options like dust lit
+particles and shadow occlusion. Compatible with built-in and URP pipelines.
+Get it on the Asset Store:
+
+https://assetstore.unity.com/packages/vfx/shaders/volumetric-lights-164149?aid=1101lGsd
+COMPASS NAVIGATOR PRO adds a 鈥淪kyrim鈥-like compass bar to your UI, including smooth fade in/out, various bar
+
+designs, +11 icons in two variations (+22 icons) and nice features like minimap and beam lights!
+Compatible with all render pipelines.
+Get it on the Asset Store:
+
+https://assetstore.unity.com/packages/tools/gui/compass-navigator-pro-59519?aid=1101lGsd
+
+X-FRAME FPS ACCELERATOR provides you extra frames per second in your mobile games (iOS and Android). It takes
+
+advantage of the huge screen resolution of these devices to sacrifice some pixels in Exchange of performance with flexible
+and dynamic quality options. Compatible with built-in and URP pipelines.
+Get it on the Asset Store:
+
+https://assetstore.unity.com/packages/tools/camera/x-frame-fps-accelerator-63965?aid=1101lGsd
+
+SHADER CONTROL is a tiny but powerful tool that will allow you to identify and manage shader keywords usage in your
+
+project, taking more control over the build size and compilation time. Compatible with all render pipelines.
+Quickly locates and helps you disable keywords not needed, learn about the shaders used in your project and their keywords!
+Get it on the Asset Store:
+
+https://assetstore.unity.com/packages/vfx/shaders/shader-control-74817?aid=1101lGsd
+ TERRAIN GRID SYSTEM is an advanced grid generator and territory/cell highlighter/fader for both Terrain and 2D grids.
+
+ Compatible with all render pipelines. It can generate Voronoi, hexagonal and boxed grids dynamically on your terrain, with
+ flexible position options . Compatible with built-in and URP pipelines.
+ Get it on the Asset Store:
+
+ https://assetstore.unity.com/packages/tools/terrain/terrain-grid-system-47215?aid=1101lGsd
+
+GRIDS 2D is similar to Terrain Grid System but only for flat 2D grids. It鈥檚 fast, convenient and easy to use.
+
+Compatible with all render pipelines. It can also generate Voronoi, hexagonal and boxed grids dynamically on your terrain, with
+flexible API to integrate with your game. Compatible with built-in and URP pipelines.
+Get it on the Asset Store:
+
+https://assetstore.unity.com/packages/tools/sprite-management/grids-2d-59981?aid=1101lGsd
+
+HEXASPHERE GRID SYSTEM leverages shader technologies like texture arrays and geometry shaders to render hundreds
+
+of thousands of interactive and customizable tiles in a spherical/hexagonal grid.
+Fully interactive, with VR support and super-fast. Compatible with built-in and URP pipelines.
+Get it on the Asset Store:
+
+https://assetstore.unity.com/packages/tools/modeling/hexasphere-grid-system-89112?aid=1101lGsd
+TUNNEL FX 2 is a full-screen post image effect that creates stunning, colorful 3D animated tunnels. It does not create any
+
+real tunnel but just draw the tunnel as a post-effect behind any geometry or UI.
+Compatible with built-in and URP pipelines.
+
+Get it on the Asset Store:
+
+https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/tunnel-fx-68564?aid=1101lGsd
+
+GLOBAL SNOW renders your existing scene into a winter landscape with a couple of clicks. Just add a single script to your
+
+camera and customize the results.
+Supports relief mapping for realistic snow effect + human footprints + terrain marks with automatic collision detection and
+more!
+Get it on the Asset Store:
+
+https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/global-snow-79795?aid=1101lGsd
+
+HIGHLIGHT PLUS adds outline, glow and see-through effects to any 3D object in the scene.
+
+It鈥檚 performant and designed for all platforms, including built-in and URP rendering pipelines.
+
+Get it on the Asset Store:
+
+https://assetstore.unity.com/packages/tools/particles-effects/highlight-plus-134149?aid=1101lGsd
+VOXEL PLAY is a procedural, fast environment based on cubes. It leverages highly optimized code, including
+
+geometry shaders and texture arrays, to generate beautiful, rich, vast infinite worlds which can be customized and
+modified in many ways. Compatible with built-in and URP pipelines.
+Get it on the Asset Store:
+
+https://assetstore.unity.com/packages/templates/systems/voxel-play-106618?aid=1101lGsd
+
+PIRATES OF VOXEL PLAY is a multiplayer game template built with Mirror and Voxel Play. It鈥檚 the perfect
+
+sample project to learn how to implement multiplayer games using these two frameworks.
+Includes animated characters, a fully populated tropical island with 3 biomes, wild beasts, weapons, loots, cute
+music and sound effects and of course plenty of commented code, documentation and video tutorials!
+Get it on the Asset Store:
+
+https://assetstore.unity.com/packages/slug/189096?aid=1101lGsd
+LIQUID VOLUME is a powerful and highly customizable shader that simulates realistic and animated liquid
+
+containers. Can be used in 3D scenes and 2D UI (demos included).
+Liquid Volume is super easy and fun to use: just add the main script to any primitive (sphere, box, cylinder and
+similar shape models) to convert it into a liquid container!
+Get it on the Asset Store:
+
+https://assetstore.unity.com/packages/vfx/shaders/liquid-volume-70992?aid=1101lGsd
+
+LIQUID VOLUME PRO 2 includes all features of Liquid Volume and adds additional advanced options plus
+
+improved compatibility with more platforms.
+Among the new options are multiple liquid layers support, miscible liquids, bubbles, better mesh options and full
+WebGL support! Compatible with built-in and URP pipelines.
+Get it on the Asset Store:
+
+https://assetstore.unity.com/packages/vfx/shaders/liquid-volume-pro-129967?aid=1101lGsd
+HIGHLIGHT PLUS 2D adds outline, glow, see-through and other effects to any sprite in the scene.
+
+It鈥檚 performant and designed for all platforms, including standard and URP rendering pipelines.
+Get it on the Asset Store:
+https://assetstore.unity.com/packages/tools/particles-effects/highlight-plus-2d-138383?aid=1101lGsd
+
+TRAILS FX renders smooth, mesmerizing trails behind moving objects and characters.
+
+It鈥檚 performant thanks to the use of GPU instancing and use correct transparency order producing a fascinating effect.
+Compatible with built-in and URP pipelines.
+Get it on the Asset Store:
+https://assetstore.unity.com/packages/tools/particles-effects/highlight-plus-2d-138383?aid=1101lGsd
+
+COLOR STUDIO is an Editor Extension that allows you to create awesome color palettes and recolor objects, sprites and scenes
+
+easily in editor and runtime. Compatible with all render pipelines.
+It comes with an interactive color wheel editor and a complete set of tools that let you also export color palettes as LUTs,
+transform existing textures or specific colors from object materials.
+Get it on the Asset Store:
+https://assetstore.unity.com/packages/tools/painting/color-studio-151892?aid=1101lGsd
+LUT PACK is a collection of +200 cinematic and artistic LUTs plus tints for Beautify. They can dramatically change the mood
+
+and look of your game scenes. Beautify includes a LUT Browser that let you quickly text each one of the included LUT in this
+package.
+Get it on the Asset Store:
+https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/lut-pack-for-beautify-202502?aid=1101lGsd
+
+FRAME PACK is a collection of +75 film mattes and artistic borders that can be used with Beautify or Unity UI. This p
+
+Get it on the Asset Store:
+https://assetstore.unity.com/packages/2d/gui/frame-pack-204058?aid=1101lGsd
+
+ MILITARY UNITS 鈥 THE STYLIZED ART COLLECTION includes +100 hand-painted, stylized portraits of military units
+
+ from ancient warriors to modern ships and aircraft. Great for decorating your game screens, unit sheets, icons, or prototyping.
+ Get it on the Asset Store:
+ https://assetstore.unity.com/packages/2d/textures-materials/military-units-the-stylized-art-collection-
+ 187769?aid=1101lGsd
+PICKUPS VOL. 1 includes near 100 3D prefabs that can be used in a wide range of games in many ways: inventory icons,
+
+3D pickups in the scene, decoration or prototyping.
+
+Get it on the Asset Store:
+https://assetstore.unity.com/packages/3d/props/pickups-vol-1-204581?aid=1101lGsd
+
diff --git a/Assets/HighlightPlus/Documentation/Kronnect Assets.pdf.meta b/Assets/HighlightPlus/Documentation/Kronnect Assets.pdf.meta
new file mode 100644
index 0000000..8b055f0
--- /dev/null
+++ b/Assets/HighlightPlus/Documentation/Kronnect Assets.pdf.meta
@@ -0,0 +1,9 @@
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+guid: 44f7a64d904454f09a455fc561dbce2e
+timeCreated: 1578838663
+licenseType: Pro
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Editor.meta b/Assets/HighlightPlus/Editor.meta
new file mode 100644
index 0000000..39a01a2
--- /dev/null
+++ b/Assets/HighlightPlus/Editor.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: c1cfaabf0583f44b4871807a898aaf31
+folderAsset: yes
+timeCreated: 1542886534
+licenseType: Pro
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Editor/HighlightEffectEditor.cs b/Assets/HighlightPlus/Editor/HighlightEffectEditor.cs
new file mode 100644
index 0000000..0c6e9fa
--- /dev/null
+++ b/Assets/HighlightPlus/Editor/HighlightEffectEditor.cs
@@ -0,0 +1,636 @@
+using System.Collections.Generic;
+using UnityEditor;
+using UnityEngine;
+
+namespace HighlightPlus {
+
+ [CustomEditor(typeof(HighlightEffect))]
+ [CanEditMultipleObjects]
+ public class HighlightEffectEditor : Editor {
+
+#pragma warning disable 0618
+
+ SerializedProperty profile, profileSync, camerasLayerMask, ignoreObjectVisibility, reflectionProbes, GPUInstancing;
+ SerializedProperty ignore, previewInEditor, effectGroup, effectGroupLayer, effectNameFilter, combineMeshes, alphaCutOff, cullBackFaces, depthClip, normalsOption, subMeshMask;
+ SerializedProperty highlighted, fadeInDuration, fadeOutDuration, flipY, constantWidth;
+ SerializedProperty overlay, overlayColor, overlayAnimationSpeed, overlayMinIntensity, overlayBlending, overlayTexture, overlayTextureScale;
+ SerializedProperty outline, outlineColor, outlineWidth, outlineQuality, outlineDownsampling, outlineVisibility, outlineOptimalBlit, outlineBlitDebug, outlineIndependent;
+ SerializedProperty glow, glowWidth, glowQuality, glowDownsampling, glowHQColor, glowDithering, glowMagicNumber1, glowMagicNumber2, glowAnimationSpeed, glowBlendPasses, glowPasses, glowVisibility, glowBlendMode, glowOptimalBlit, glowBlitDebug, glowIgnoreMask;
+ SerializedProperty innerGlow, innerGlowWidth, innerGlowColor, innerGlowVisibility;
+ SerializedProperty seeThrough, seeThroughOccluderMask, seeThroughOccluderMaskAccurate, seeThroughOccluderThreshold, seeThroughOccluderCheckInterval, seeThroughOccluderCheckIndividualObjects, seeThroughDepthOffset, seeThroughMaxDepth;
+ SerializedProperty seeThroughIntensity, seeThroughTintAlpha, seeThroughTintColor, seeThroughNoise, seeThroughBorder, seeThroughBorderWidth, seeThroughBorderColor, seeThroughOrdered, seeThroughBorderOnly;
+ SerializedProperty targetFX, targetFXTexture, targetFXColor, targetFXCenter, targetFXRotationSpeed, targetFXInitialScale, targetFXEndScale, targetFXScaleToRenderBounds;
+ SerializedProperty targetFXAlignToGround, targetFXFadePower, targetFXGroundMaxDistance, targetFXGroundLayerMask, targetFXTransitionDuration, targetFXStayDuration, targetFXVisibility;
+ SerializedProperty hitFxInitialIntensity, hitFxMode, hitFxFadeOutDuration, hitFxColor, hitFxRadius;
+ SerializedProperty cameraDistanceFade, cameraDistanceFadeNear, cameraDistanceFadeFar;
+
+ HighlightEffect thisEffect;
+ bool profileChanged, enableProfileApply;
+ bool expandGeneralSettings, expandHighlightOptions;
+ bool showCurrentOccluders;
+ const string HP_GENERAL_SETTINGS = "HPGeneralSettings";
+ const string HP_HIGHLIGHT_OPTIONS = "HPHighlightOptions";
+ GUIStyle foldoutBold;
+
+ void OnEnable() {
+ expandGeneralSettings = EditorPrefs.GetBool("HPGeneralSettings", true);
+ expandHighlightOptions = EditorPrefs.GetBool("HPHighlightOptions", true);
+
+ profile = serializedObject.FindProperty("profile");
+ profileSync = serializedObject.FindProperty("profileSync");
+ camerasLayerMask = serializedObject.FindProperty("camerasLayerMask");
+ reflectionProbes = serializedObject.FindProperty("reflectionProbes");
+ ignoreObjectVisibility = serializedObject.FindProperty("ignoreObjectVisibility");
+ GPUInstancing = serializedObject.FindProperty("GPUInstancing");
+ normalsOption = serializedObject.FindProperty("normalsOption");
+ subMeshMask = serializedObject.FindProperty("subMeshMask");
+ ignore = serializedObject.FindProperty("ignore");
+ previewInEditor = serializedObject.FindProperty("previewInEditor");
+ effectGroup = serializedObject.FindProperty("effectGroup");
+ effectGroupLayer = serializedObject.FindProperty("effectGroupLayer");
+ effectNameFilter = serializedObject.FindProperty("effectNameFilter");
+ combineMeshes = serializedObject.FindProperty("combineMeshes");
+ alphaCutOff = serializedObject.FindProperty("alphaCutOff");
+ cullBackFaces = serializedObject.FindProperty("cullBackFaces");
+ depthClip = serializedObject.FindProperty("depthClip");
+ highlighted = serializedObject.FindProperty("_highlighted");
+ fadeInDuration = serializedObject.FindProperty("fadeInDuration");
+ fadeOutDuration = serializedObject.FindProperty("fadeOutDuration");
+ flipY = serializedObject.FindProperty("flipY");
+ constantWidth = serializedObject.FindProperty("constantWidth");
+ overlay = serializedObject.FindProperty("overlay");
+ overlayColor = serializedObject.FindProperty("overlayColor");
+ overlayAnimationSpeed = serializedObject.FindProperty("overlayAnimationSpeed");
+ overlayMinIntensity = serializedObject.FindProperty("overlayMinIntensity");
+ overlayBlending = serializedObject.FindProperty("overlayBlending");
+ overlayTexture = serializedObject.FindProperty("overlayTexture");
+ overlayTextureScale = serializedObject.FindProperty("overlayTextureScale");
+ outline = serializedObject.FindProperty("outline");
+ outlineColor = serializedObject.FindProperty("outlineColor");
+ outlineWidth = serializedObject.FindProperty("outlineWidth");
+ outlineQuality = serializedObject.FindProperty("outlineQuality");
+ outlineDownsampling = serializedObject.FindProperty("outlineDownsampling");
+ outlineVisibility = serializedObject.FindProperty("outlineVisibility");
+ outlineOptimalBlit = serializedObject.FindProperty("outlineOptimalBlit");
+ outlineBlitDebug = serializedObject.FindProperty("outlineBlitDebug");
+ outlineIndependent = serializedObject.FindProperty("outlineIndependent");
+ glow = serializedObject.FindProperty("glow");
+ glowWidth = serializedObject.FindProperty("glowWidth");
+ glowQuality = serializedObject.FindProperty("glowQuality");
+ glowDownsampling = serializedObject.FindProperty("glowDownsampling");
+ glowHQColor = serializedObject.FindProperty("glowHQColor");
+ glowAnimationSpeed = serializedObject.FindProperty("glowAnimationSpeed");
+ glowBlendPasses = serializedObject.FindProperty("glowBlendPasses");
+ glowDithering = serializedObject.FindProperty("glowDithering");
+ glowMagicNumber1 = serializedObject.FindProperty("glowMagicNumber1");
+ glowMagicNumber2 = serializedObject.FindProperty("glowMagicNumber2");
+ glowAnimationSpeed = serializedObject.FindProperty("glowAnimationSpeed");
+ glowPasses = serializedObject.FindProperty("glowPasses");
+ glowVisibility = serializedObject.FindProperty("glowVisibility");
+ glowBlendMode = serializedObject.FindProperty("glowBlendMode");
+ glowOptimalBlit = serializedObject.FindProperty("glowOptimalBlit");
+ glowBlitDebug = serializedObject.FindProperty("glowBlitDebug");
+ glowIgnoreMask = serializedObject.FindProperty("glowIgnoreMask");
+ innerGlow = serializedObject.FindProperty("innerGlow");
+ innerGlowColor = serializedObject.FindProperty("innerGlowColor");
+ innerGlowWidth = serializedObject.FindProperty("innerGlowWidth");
+ innerGlowVisibility = serializedObject.FindProperty("innerGlowVisibility");
+ seeThrough = serializedObject.FindProperty("seeThrough");
+ seeThroughOccluderMask = serializedObject.FindProperty("seeThroughOccluderMask");
+ seeThroughOccluderMaskAccurate = serializedObject.FindProperty("seeThroughOccluderMaskAccurate");
+ seeThroughOccluderThreshold = serializedObject.FindProperty("seeThroughOccluderThreshold");
+ seeThroughOccluderCheckInterval = serializedObject.FindProperty("seeThroughOccluderCheckInterval");
+ seeThroughOccluderCheckIndividualObjects = serializedObject.FindProperty("seeThroughOccluderCheckIndividualObjects");
+ seeThroughDepthOffset = serializedObject.FindProperty("seeThroughDepthOffset");
+ seeThroughMaxDepth = serializedObject.FindProperty("seeThroughMaxDepth");
+ seeThroughIntensity = serializedObject.FindProperty("seeThroughIntensity");
+ seeThroughTintAlpha = serializedObject.FindProperty("seeThroughTintAlpha");
+ seeThroughTintColor = serializedObject.FindProperty("seeThroughTintColor");
+ seeThroughNoise = serializedObject.FindProperty("seeThroughNoise");
+ seeThroughBorder = serializedObject.FindProperty("seeThroughBorder");
+ seeThroughBorderWidth = serializedObject.FindProperty("seeThroughBorderWidth");
+ seeThroughBorderColor = serializedObject.FindProperty("seeThroughBorderColor");
+ seeThroughOrdered = serializedObject.FindProperty("seeThroughOrdered");
+ seeThroughBorderOnly = serializedObject.FindProperty("seeThroughBorderOnly");
+ targetFX = serializedObject.FindProperty("targetFX");
+ targetFXTexture = serializedObject.FindProperty("targetFXTexture");
+ targetFXRotationSpeed = serializedObject.FindProperty("targetFXRotationSpeed");
+ targetFXInitialScale = serializedObject.FindProperty("targetFXInitialScale");
+ targetFXEndScale = serializedObject.FindProperty("targetFXEndScale");
+ targetFXScaleToRenderBounds = serializedObject.FindProperty("targetFXScaleToRenderBounds");
+ targetFXAlignToGround = serializedObject.FindProperty("targetFXAlignToGround");
+ targetFXFadePower = serializedObject.FindProperty("targetFXFadePower");
+ targetFXGroundMaxDistance = serializedObject.FindProperty("targetFXGroundMaxDistance");
+ targetFXGroundLayerMask = serializedObject.FindProperty("targetFXGroundLayerMask");
+ targetFXColor = serializedObject.FindProperty("targetFXColor");
+ targetFXCenter = serializedObject.FindProperty("targetFXCenter");
+ targetFXTransitionDuration = serializedObject.FindProperty("targetFXTransitionDuration");
+ targetFXStayDuration = serializedObject.FindProperty("targetFXStayDuration");
+ targetFXVisibility = serializedObject.FindProperty("targetFXVisibility");
+ hitFxInitialIntensity = serializedObject.FindProperty("hitFxInitialIntensity");
+ hitFxMode = serializedObject.FindProperty("hitFxMode");
+ hitFxFadeOutDuration = serializedObject.FindProperty("hitFxFadeOutDuration");
+ hitFxColor = serializedObject.FindProperty("hitFxColor");
+ hitFxRadius = serializedObject.FindProperty("hitFxRadius");
+ cameraDistanceFade = serializedObject.FindProperty("cameraDistanceFade");
+ cameraDistanceFadeNear = serializedObject.FindProperty("cameraDistanceFadeNear");
+ cameraDistanceFadeFar = serializedObject.FindProperty("cameraDistanceFadeFar");
+
+ thisEffect = (HighlightEffect)target;
+ thisEffect.Refresh();
+ }
+
+ private void OnDisable() {
+ EditorPrefs.SetBool(HP_GENERAL_SETTINGS, expandGeneralSettings);
+ EditorPrefs.SetBool(HP_HIGHLIGHT_OPTIONS, expandHighlightOptions);
+ }
+
+ public override void OnInspectorGUI() {
+ bool isManager = IsDefaultEffectUsedByManager();
+ EditorGUILayout.Separator();
+ serializedObject.Update();
+
+ if (foldoutBold == null) {
+ foldoutBold = new GUIStyle(EditorStyles.foldout);
+ foldoutBold.fontStyle = FontStyle.Bold;
+ }
+
+ EditorGUILayout.BeginHorizontal();
+ HighlightProfile prevProfile = (HighlightProfile)profile.objectReferenceValue;
+ EditorGUILayout.PropertyField(profile, new GUIContent("Profile", "Create or load stored presets."));
+ if (profile.objectReferenceValue != null) {
+
+ if (prevProfile != profile.objectReferenceValue) {
+ profileChanged = true;
+ }
+
+ EditorGUILayout.EndHorizontal();
+ EditorGUILayout.BeginHorizontal();
+ GUILayout.Label("", GUILayout.Width(EditorGUIUtility.labelWidth));
+ if (GUILayout.Button(new GUIContent("Create", "Creates a new profile which is a copy of the current settings."), GUILayout.Width(60))) {
+ CreateProfile();
+ profileChanged = false;
+ enableProfileApply = false;
+ GUIUtility.ExitGUI();
+ return;
+ }
+ if (GUILayout.Button(new GUIContent("Load", "Updates settings with the profile configuration."), GUILayout.Width(60))) {
+ profileChanged = true;
+ }
+ if (!enableProfileApply)
+ GUI.enabled = false;
+ if (GUILayout.Button(new GUIContent("Save", "Updates profile configuration with changes in this inspector."), GUILayout.Width(60))) {
+ enableProfileApply = false;
+ profileChanged = false;
+ thisEffect.profile.Save(thisEffect);
+ EditorUtility.SetDirty(thisEffect.profile);
+ GUIUtility.ExitGUI();
+ return;
+ }
+ GUI.enabled = true;
+ if (GUILayout.Button(new GUIContent("Locate", "Finds the profile in the project"), GUILayout.Width(60))) {
+ if (thisEffect.profile != null) {
+ Selection.activeObject = thisEffect.profile;
+ EditorGUIUtility.PingObject(thisEffect.profile);
+ }
+ }
+ EditorGUILayout.EndHorizontal();
+ EditorGUILayout.PropertyField(profileSync, new GUIContent("Sync With Profile", "If disabled, profile settings will only be loaded when clicking 'Load' which allows you to customize settings after loading a profile and keep those changes."));
+ EditorGUILayout.BeginHorizontal();
+ } else {
+ if (GUILayout.Button(new GUIContent("Create", "Creates a new profile which is a copy of the current settings."), GUILayout.Width(60))) {
+ CreateProfile();
+ GUIUtility.ExitGUI();
+ return;
+ }
+ }
+ EditorGUILayout.EndHorizontal();
+
+
+ if (isManager) {
+ EditorGUILayout.HelpBox("These are default settings for highlighted objects. If the highlighted object already has a Highlight Effect component, those properties will be used.", MessageType.Info);
+ }
+
+ expandGeneralSettings = EditorGUILayout.Foldout(expandGeneralSettings, "General Settings", true, foldoutBold);
+ if (expandGeneralSettings) {
+ if (!isManager) {
+ EditorGUILayout.PropertyField(previewInEditor);
+ }
+
+ EditorGUILayout.PropertyField(camerasLayerMask);
+ EditorGUILayout.PropertyField(ignoreObjectVisibility);
+ if (thisEffect.staticChildren) {
+ EditorGUILayout.HelpBox("This GameObject or one of its children is marked as static. If highlight is not visible, add a MeshCollider to them (the MeshCollider can be disabled).", MessageType.Warning);
+ }
+
+ EditorGUILayout.PropertyField(reflectionProbes);
+ EditorGUILayout.PropertyField(normalsOption);
+ EditorGUILayout.PropertyField(subMeshMask);
+ EditorGUILayout.PropertyField(GPUInstancing);
+ EditorGUILayout.Separator();
+ }
+
+ if (!isManager) {
+ EditorGUILayout.LabelField("State", EditorStyles.boldLabel);
+ if (isManager) {
+ EditorGUILayout.LabelField(new GUIContent("Highlighted", "Highlight state (controlled by Highlight Manager)."), new GUIContent(thisEffect.highlighted.ToString()));
+ } else {
+ EditorGUILayout.PropertyField(highlighted);
+ }
+ EditorGUILayout.LabelField(new GUIContent("Selected", "Selection state (used by Highlight Trigger or Manager) when using multi-selection option."), new GUIContent(thisEffect.isSelected.ToString()));
+ EditorGUILayout.Separator();
+ }
+
+ EditorGUILayout.BeginHorizontal();
+ expandHighlightOptions = EditorGUILayout.Foldout(expandHighlightOptions, "Highlight Options", true, foldoutBold);
+ if (GUILayout.Button("Help", GUILayout.Width(50))) {
+ EditorUtility.DisplayDialog("Quick Help", "Move the mouse over a setting for a short description.\n\nVisit kronnect.com's forum for support, questions and more cool assets.\n\nIf you like Highlight Plus please rate it or leave a review on the Asset Store! Thanks.", "Ok");
+ }
+ EditorGUILayout.EndHorizontal();
+ if (expandHighlightOptions) {
+ EditorGUI.BeginChangeCheck();
+ if (!isManager) {
+ EditorGUILayout.PropertyField(ignore, new GUIContent("Ignore", "This object won't be highlighted."));
+ }
+ if (!ignore.boolValue) {
+ EditorGUILayout.PropertyField(effectGroup, new GUIContent("Include", "Additional objects to highlight. Pro tip: when highlighting multiple objects at the same time include them in the same layer or under the same parent."));
+ if (effectGroup.intValue == (int)TargetOptions.LayerInScene || effectGroup.intValue == (int)TargetOptions.LayerInChildren) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(effectGroupLayer, new GUIContent("Layer"));
+ EditorGUI.indentLevel--;
+ }
+ bool usesHQEffects = (outlineQuality.intValue == (int)QualityLevel.Highest && outline.floatValue > 0) || (glowQuality.intValue == (int)QualityLevel.Highest && glow.floatValue > 0);
+ if (effectGroup.intValue != (int)TargetOptions.OnlyThisObject) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(effectNameFilter, new GUIContent("Object Name Filter"));
+ EditorGUILayout.PropertyField(combineMeshes);
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.PropertyField(alphaCutOff, new GUIContent("Alpha Cut Off", "Only for semi-transparent objects. Leave this to zero for normal opaque objects."));
+ EditorGUILayout.PropertyField(cullBackFaces);
+ EditorGUILayout.PropertyField(fadeInDuration);
+ EditorGUILayout.PropertyField(fadeOutDuration);
+ EditorGUILayout.PropertyField(cameraDistanceFade);
+ if (cameraDistanceFade.boolValue) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(cameraDistanceFadeNear, new GUIContent("Near Distance"));
+ EditorGUILayout.PropertyField(cameraDistanceFadeFar, new GUIContent("Far Distance"));
+ EditorGUI.indentLevel--;
+ }
+ if (usesHQEffects) {
+ EditorGUILayout.PropertyField(depthClip);
+ if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.iOS || EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android) {
+ EditorGUILayout.HelpBox("On mobile, consider enabling 'Depth Clip' option for better results.", MessageType.Info);
+ }
+ if (VRCheck.IsActive()) {
+ EditorGUILayout.PropertyField(flipY, new GUIContent("Flip Y Fix", "Flips outline/glow effect to fix bug introduced in Unity 2019.1.0 when VR is enabled."));
+ }
+ }
+ if (glowQuality.intValue != (int)QualityLevel.Highest || outlineQuality.intValue != (int)QualityLevel.Highest) {
+ EditorGUILayout.PropertyField(constantWidth, new GUIContent("Constant Width", "Compensates outline/glow width with depth increase."));
+ }
+ EditorGUILayout.PropertyField(outlineIndependent, new GUIContent("Independent", "Do not combine outline or glow with other highlighted objects."));
+ }
+ }
+
+ if (!ignore.boolValue) {
+ EditorGUILayout.Separator();
+ EditorGUILayout.LabelField("Effects", EditorStyles.boldLabel);
+
+ EditorGUILayout.BeginVertical(GUI.skin.box);
+ DrawSectionField(outline, "Outline", outline.floatValue > 0);
+ if (outline.floatValue > 0) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(outlineWidth, new GUIContent("Width"));
+ EditorGUILayout.PropertyField(outlineColor, new GUIContent("Color"));
+ EditorGUILayout.BeginHorizontal();
+ QualityPropertyField(outlineQuality);
+ if (outlineQuality.intValue == (int)QualityLevel.Highest) {
+ GUILayout.Label("(Screen-Space Effect)");
+ } else {
+ GUILayout.Label("(Mesh-based Effect)");
+ }
+ EditorGUILayout.EndHorizontal();
+ CheckVRSupport(outlineQuality.intValue);
+ if (outlineQuality.intValue == (int)QualityLevel.Highest) {
+ EditorGUILayout.PropertyField(outlineDownsampling, new GUIContent("Downsampling"));
+ EditorGUILayout.PropertyField(outlineOptimalBlit, new GUIContent("Optimal Blit", "Blits result over a section of the screen instead of rendering to the full screen buffer."));
+ if (outlineOptimalBlit.boolValue) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(outlineBlitDebug, new GUIContent("Debug View", "Shows the blitting rectangle on the screen."));
+ if (outlineBlitDebug.boolValue && (!previewInEditor.boolValue || !highlighted.boolValue)) {
+ EditorGUILayout.HelpBox("Enable \"Preview In Editor\" and \"Highlighted\" to display the outline Debug View.", MessageType.Warning);
+ }
+ EditorGUI.indentLevel--;
+ }
+ }
+
+ GUI.enabled = outlineQuality.intValue != (int)QualityLevel.Highest || CheckForwardMSAA();
+ if (outlineQuality.intValue == (int)QualityLevel.Highest && glowQuality.intValue == (int)QualityLevel.Highest && glow.floatValue > 0) {
+ EditorGUILayout.PropertyField(glowVisibility, new GUIContent("Visibility"));
+ } else {
+ EditorGUILayout.PropertyField(outlineVisibility, new GUIContent("Visibility"));
+ }
+ GUI.enabled = true;
+
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.EndVertical();
+
+ EditorGUILayout.BeginVertical(GUI.skin.box);
+ DrawSectionField(glow, "Outer Glow", glow.floatValue > 0);
+ if (glow.floatValue > 0) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(glowWidth, new GUIContent("Width"));
+ EditorGUILayout.BeginHorizontal();
+ QualityPropertyField(glowQuality);
+ if (glowQuality.intValue == (int)QualityLevel.Highest) {
+ GUILayout.Label("(Screen-Space Effect)");
+ } else {
+ GUILayout.Label("(Mesh-based Effect)");
+ }
+ EditorGUILayout.EndHorizontal();
+ CheckVRSupport(glowQuality.intValue);
+ if (glowQuality.intValue == (int)QualityLevel.Highest) {
+ EditorGUILayout.PropertyField(glowDownsampling, new GUIContent("Downsampling"));
+ EditorGUILayout.PropertyField(glowHQColor, new GUIContent("Color"));
+ EditorGUILayout.PropertyField(glowOptimalBlit, new GUIContent("Optimal Blit", "Blits result over a section of the screen instead of rendering to the full screen buffer."));
+ if (glowOptimalBlit.boolValue) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(glowBlitDebug, new GUIContent("Debug View", "Shows the blitting rectangle on the screen."));
+ if (glowBlitDebug.boolValue && (!previewInEditor.boolValue || !highlighted.boolValue)) {
+ EditorGUILayout.HelpBox("Enable \"Preview In Editor\" and \"Highlighted\" to display the glow Debug View.", MessageType.Warning);
+ }
+ EditorGUI.indentLevel--;
+ }
+ GUI.enabled = glowQuality.intValue != (int)QualityLevel.Highest || CheckForwardMSAA();
+ EditorGUILayout.PropertyField(glowVisibility, new GUIContent("Visibility"));
+ EditorGUILayout.PropertyField(glowBlendMode, new GUIContent("Blend Mode"));
+ GUI.enabled = true;
+ } else {
+ GUI.enabled = glowQuality.intValue != (int)QualityLevel.Highest || CheckForwardMSAA();
+ EditorGUILayout.PropertyField(glowVisibility, new GUIContent("Visibility"));
+ GUI.enabled = true;
+ EditorGUILayout.PropertyField(glowDithering, new GUIContent("Dithering"));
+ if (glowDithering.boolValue) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(glowMagicNumber1, new GUIContent("Magic Number 1"));
+ EditorGUILayout.PropertyField(glowMagicNumber2, new GUIContent("Magic Number 2"));
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.PropertyField(glowBlendPasses, new GUIContent("Blend Passes"));
+ if (!glowBlendPasses.boolValue) {
+ HighlightEffect ef = (HighlightEffect)target;
+ if (ef.glowPasses != null) {
+ for (int k = 0; k < ef.glowPasses.Length - 1; k++) {
+ if (ef.glowPasses[k].offset > ef.glowPasses[k + 1].offset) {
+ EditorGUILayout.HelpBox("Glow pass " + k + " has a greater offset than the next one. Reduce it to ensure the next glow pass is visible.", MessageType.Warning);
+ }
+ }
+ }
+ }
+ EditorGUILayout.PropertyField(glowPasses, true);
+ }
+ EditorGUILayout.PropertyField(glowAnimationSpeed, new GUIContent("Animation Speed"));
+ EditorGUILayout.PropertyField(glowIgnoreMask, new GUIContent("Ignore Mask"));
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.EndVertical();
+
+ EditorGUILayout.BeginVertical(GUI.skin.box);
+ DrawSectionField(innerGlow, "Inner Glow", innerGlow.floatValue > 0);
+ if (innerGlow.floatValue > 0) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(innerGlowColor, new GUIContent("Color"));
+ EditorGUILayout.PropertyField(innerGlowWidth, new GUIContent("Width"));
+ EditorGUILayout.PropertyField(innerGlowVisibility, new GUIContent("Visibility"));
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.EndVertical();
+
+ EditorGUILayout.BeginVertical(GUI.skin.box);
+ DrawSectionField(overlay, "Overlay", overlay.floatValue > 0);
+ if (overlay.floatValue > 0) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(overlayColor, new GUIContent("Color"));
+ EditorGUILayout.PropertyField(overlayTexture, new GUIContent("Texture"));
+ if (overlayTexture.objectReferenceValue != null) {
+ EditorGUILayout.PropertyField(overlayTextureScale, new GUIContent("Texture Scale"));
+ }
+ EditorGUILayout.PropertyField(overlayBlending, new GUIContent("Blending"));
+ EditorGUILayout.PropertyField(overlayMinIntensity, new GUIContent("Min Intensity"));
+ EditorGUILayout.PropertyField(overlayAnimationSpeed, new GUIContent("Animation Speed"));
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.EndVertical();
+
+ EditorGUILayout.BeginVertical(GUI.skin.box);
+ DrawSectionField(targetFX, "Target", targetFX.boolValue);
+ if (targetFX.boolValue) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(targetFXTexture, new GUIContent("Texture", "The texture that contains the shape to be drawn over the highlighted object."));
+ EditorGUILayout.PropertyField(targetFXColor, new GUIContent("Color"));
+ EditorGUILayout.PropertyField(targetFXCenter, new GUIContent("Center", "Optionally assign a transform. Target will follow transform. If the object is skinned, you can also assign a bone to reflect currenct animation position."));
+ EditorGUILayout.PropertyField(targetFXRotationSpeed, new GUIContent("Rotation Speed"));
+ EditorGUILayout.PropertyField(targetFXInitialScale, new GUIContent("Initial Scale"));
+ EditorGUILayout.PropertyField(targetFXEndScale, new GUIContent("End Scale"));
+ EditorGUILayout.PropertyField(targetFXScaleToRenderBounds, new GUIContent("Scale To Object Bounds"));
+ EditorGUILayout.PropertyField(targetFXAlignToGround, new GUIContent("Align To Ground"));
+ if (targetFXAlignToGround.boolValue) {
+ EditorGUI.indentLevel++;
+ if (thisEffect.includedObjectsCount > 1 && targetFXCenter.objectReferenceValue == null && effectGroup.intValue != (int)TargetOptions.OnlyThisObject) {
+ EditorGUILayout.HelpBox("It's recommended to specify in the 'Center' property above, the specific object used to position the target fx image (will be rendered under that object on the ground).", MessageType.Info);
+ }
+ EditorGUILayout.PropertyField(targetFXGroundMaxDistance, new GUIContent("Ground Max Distance"));
+ EditorGUILayout.PropertyField(targetFXGroundLayerMask, new GUIContent("Ground Layer Mask"));
+ HighlightEffect he = (HighlightEffect)target;
+ if ((targetFXGroundLayerMask.intValue & (1< 0) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(seeThroughOccluderMaskAccurate, new GUIContent("Accurate"));
+ EditorGUILayout.PropertyField(seeThroughOccluderThreshold, new GUIContent("Radius Threshold", "Multiplier to the object bounds. Making the bounds smaller prevents false occlusion tests."));
+ EditorGUILayout.PropertyField(seeThroughOccluderCheckInterval, new GUIContent("Check Interval", "Interval in seconds between occlusion tests."));
+ EditorGUILayout.PropertyField(seeThroughOccluderCheckIndividualObjects, new GUIContent("Check Individual Objects"));
+ if (!showCurrentOccluders && Camera.main != null) {
+ GUI.enabled = Application.isPlaying;
+ EditorGUILayout.BeginHorizontal();
+ GUILayout.Label("", GUILayout.Width(30));
+ if (GUILayout.Button(" Show Current Occluders (only during Play Mode) ")) {
+ showCurrentOccluders = true;
+ }
+ GUILayout.FlexibleSpace();
+ EditorGUILayout.EndHorizontal();
+ GUI.enabled = true;
+ }
+ if (showCurrentOccluders) {
+ HighlightEffect h = (HighlightEffect)target;
+ List occluders = h.GetOccluders(Camera.main);
+ int count = occluders != null ? occluders.Count : 0;
+ if (count == 0) {
+ EditorGUILayout.LabelField("No occluders found (using main camera)");
+ } else {
+ EditorGUILayout.LabelField("Occluders found (using main camera):");
+ for (int k = 0; k < count; k++) {
+ if (occluders[k] == null) continue;
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.LabelField(occluders[k].name);
+ if (GUILayout.Button("Select")) {
+ Selection.activeGameObject = occluders[k].gameObject;
+ GUIUtility.ExitGUI();
+ }
+ EditorGUILayout.EndHorizontal();
+ }
+ }
+ }
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.PropertyField(seeThroughDepthOffset, new GUIContent("Depth Offset" + ((seeThroughDepthOffset.floatValue > 0) ? " 鈥" : "")));
+ EditorGUILayout.PropertyField(seeThroughMaxDepth, new GUIContent("Max Depth" + ((seeThroughMaxDepth.floatValue > 0) ? " 鈥" : "")));
+ EditorGUILayout.PropertyField(seeThroughIntensity, new GUIContent("Intensity"));
+ EditorGUILayout.PropertyField(seeThroughTintColor, new GUIContent("Color"));
+ EditorGUILayout.PropertyField(seeThroughTintAlpha, new GUIContent("Color Blend"));
+ EditorGUILayout.PropertyField(seeThroughNoise, new GUIContent("Noise"));
+ EditorGUILayout.PropertyField(seeThroughBorder, new GUIContent("Border When Hidden" + ((seeThroughBorder.floatValue > 0) ? " 鈥" : "")));
+ if (seeThroughBorder.floatValue > 0) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(seeThroughBorderWidth, new GUIContent("Width"));
+ EditorGUILayout.PropertyField(seeThroughBorderColor, new GUIContent("Color"));
+ EditorGUILayout.PropertyField(seeThroughBorderOnly, new GUIContent("Border Only"));
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.PropertyField(seeThroughOrdered, new GUIContent("Ordered"));
+
+
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.EndVertical();
+
+ EditorGUILayout.BeginVertical(GUI.skin.box);
+ DrawSectionField(hitFxInitialIntensity, "Hit FX", hitFxInitialIntensity.floatValue > 0);
+ if (hitFxInitialIntensity.floatValue > 0) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(hitFxMode, new GUIContent("Mode"));
+ EditorGUILayout.PropertyField(hitFxFadeOutDuration, new GUIContent("Fade Out Duration"));
+ EditorGUILayout.PropertyField(hitFxColor, new GUIContent("Color"));
+ if ((HitFxMode)hitFxMode.intValue == HitFxMode.LocalHit) {
+ EditorGUILayout.PropertyField(hitFxRadius, new GUIContent("Radius"));
+ }
+ EditorGUI.indentLevel--;
+ }
+
+ if (!Application.isPlaying) {
+ EditorGUILayout.HelpBox("Enter Play Mode to test this feature. In your code, call effect.HitFX() method to execute this hit effect.", MessageType.Info);
+ } else {
+ EditorGUI.indentLevel++;
+ if (GUILayout.Button("Execute Hit")) {
+ thisEffect.HitFX();
+ }
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.EndVertical();
+
+
+ if (serializedObject.ApplyModifiedProperties() || profileChanged || Event.current.commandName == "UndoRedoPerformed") {
+ if (thisEffect.profile != null) {
+ if (profileChanged) {
+ thisEffect.profile.Load(thisEffect);
+ profileChanged = false;
+ enableProfileApply = false;
+ } else {
+ enableProfileApply = true;
+ }
+ }
+
+ foreach (HighlightEffect effect in targets) {
+ effect.Refresh();
+ }
+ }
+ }
+
+ void DrawSectionField(SerializedProperty property, string label, bool active) {
+ EditorGUILayout.PropertyField(property, new GUIContent(active ? label + " 鈥" : label));
+ }
+
+ void CheckVRSupport(int qualityLevel) {
+ if (qualityLevel == (int)QualityLevel.Highest && VRCheck.IsActive()) {
+ if (PlayerSettings.stereoRenderingPath != StereoRenderingPath.MultiPass) {
+ EditorGUILayout.HelpBox("Highest Quality only supports VR Multi-Pass as CommandBuffers do not support this VR mode yet. Either switch to 'High Quality' or change VR Stereo mode to Multi-Pass.", MessageType.Error);
+ }
+ }
+ }
+
+ bool CheckForwardMSAA() {
+ if (QualitySettings.antiAliasing > 1) {
+ if (Camera.main != null && Camera.main.allowMSAA && !depthClip.boolValue) {
+ EditorGUILayout.HelpBox("Effect will be shown always on top due to MSAA. To enable depth clipping enable 'Depth Clip' option above OR disable MSAA in Quality Settings OR choose a different quality level.", MessageType.Info);
+ return false;
+ }
+ }
+ return true;
+ }
+
+ static readonly int[] qualityValues = { 0, 3, 1, 2 };
+ static readonly GUIContent[] qualityTexts = { new GUIContent("Fastest"), new GUIContent("Medium"), new GUIContent("High"), new GUIContent("Highest") };
+
+ public static void QualityPropertyField(SerializedProperty prop) {
+ prop.intValue = EditorGUILayout.IntPopup(new GUIContent("Quality", "Default and High use a mesh displacement technique. Highest quality can provide best look and also performance depending on the complexity of mesh."), prop.intValue, qualityTexts, qualityValues);
+ }
+
+ bool IsDefaultEffectUsedByManager() {
+ MonoBehaviour[] components = thisEffect.GetComponents();
+ if (components != null) {
+ for (int k = 0; k < components.Length; k++) {
+ if (components[k] == null || !components[k].enabled)
+ continue;
+ string name = components[k].GetType().Name;
+ if ("HighlightManager".Equals(name)) return true;
+ }
+ }
+ return false;
+ }
+
+ #region Profile handling
+
+ void CreateProfile() {
+
+ HighlightProfile newProfile = CreateInstance();
+ newProfile.Save(thisEffect);
+
+ AssetDatabase.CreateAsset(newProfile, "Assets/Highlight Plus Profile.asset");
+ AssetDatabase.SaveAssets();
+
+ EditorUtility.FocusProjectWindow();
+ Selection.activeObject = newProfile;
+
+ thisEffect.profile = newProfile;
+ }
+
+
+ #endregion
+
+#pragma warning restore 0618
+
+ }
+
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Editor/HighlightEffectEditor.cs.meta b/Assets/HighlightPlus/Editor/HighlightEffectEditor.cs.meta
new file mode 100644
index 0000000..7bceb10
--- /dev/null
+++ b/Assets/HighlightPlus/Editor/HighlightEffectEditor.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: be287539f47634552a716f0705710448
+timeCreated: 1542886545
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Editor/HighlightManagerEditor.cs b/Assets/HighlightPlus/Editor/HighlightManagerEditor.cs
new file mode 100644
index 0000000..0885e2d
--- /dev/null
+++ b/Assets/HighlightPlus/Editor/HighlightManagerEditor.cs
@@ -0,0 +1,69 @@
+锘縰sing System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+using UnityEngine;
+
+namespace HighlightPlus {
+ [CustomEditor(typeof(HighlightManager))]
+ public class HighlightManagerEditor : Editor {
+
+ SerializedProperty highlightOnHover, layerMask, raycastCamera, raycastSource, minDistance, maxDistance, respectUI;
+ SerializedProperty selectOnClick, selectedProfile, selectedAndHighlightedProfile, singleSelection, toggleOnClick;
+
+ void OnEnable() {
+ highlightOnHover = serializedObject.FindProperty("highlightOnHover");
+ layerMask = serializedObject.FindProperty("layerMask");
+ raycastCamera = serializedObject.FindProperty("raycastCamera");
+ raycastSource = serializedObject.FindProperty("raycastSource");
+ minDistance = serializedObject.FindProperty("minDistance");
+ maxDistance = serializedObject.FindProperty("maxDistance");
+ respectUI = serializedObject.FindProperty("respectUI");
+ selectOnClick = serializedObject.FindProperty("selectOnClick");
+ selectedProfile = serializedObject.FindProperty("selectedProfile");
+ selectedAndHighlightedProfile = serializedObject.FindProperty("selectedAndHighlightedProfile");
+ singleSelection = serializedObject.FindProperty("singleSelection");
+ toggleOnClick = serializedObject.FindProperty("toggle");
+ }
+
+ public override void OnInspectorGUI() {
+ EditorGUILayout.Separator();
+ EditorGUILayout.HelpBox("Only objects with a collider can be highlighted automatically.", MessageType.Info);
+
+ serializedObject.Update();
+
+ EditorGUILayout.PropertyField(layerMask);
+ EditorGUILayout.PropertyField(raycastCamera);
+ EditorGUILayout.PropertyField(raycastSource);
+ EditorGUILayout.PropertyField(minDistance);
+ EditorGUILayout.PropertyField(maxDistance);
+ EditorGUILayout.PropertyField(respectUI);
+ EditorGUILayout.PropertyField(highlightOnHover);
+ EditorGUILayout.PropertyField(selectOnClick);
+ if (selectOnClick.boolValue) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(selectedProfile);
+ EditorGUILayout.PropertyField(selectedAndHighlightedProfile);
+ EditorGUILayout.PropertyField(singleSelection);
+ EditorGUILayout.PropertyField(toggleOnClick);
+ EditorGUI.indentLevel--;
+ }
+
+ serializedObject.ApplyModifiedProperties();
+ }
+
+
+ [MenuItem("GameObject/Effects/Highlight Plus/Create Manager", false, 10)]
+ static void CreateManager(MenuCommand menuCommand) {
+ HighlightManager manager = FindObjectOfType();
+ if (manager == null) {
+ GameObject managerGO = new GameObject("HighlightPlusManager");
+ manager = managerGO.AddComponent();
+ // Register root object for undo.
+ Undo.RegisterCreatedObjectUndo(manager, "Create Highlight Plus Manager");
+ }
+ Selection.activeObject = manager;
+ }
+
+ }
+
+}
diff --git a/Assets/HighlightPlus/Editor/HighlightManagerEditor.cs.meta b/Assets/HighlightPlus/Editor/HighlightManagerEditor.cs.meta
new file mode 100644
index 0000000..54195ce
--- /dev/null
+++ b/Assets/HighlightPlus/Editor/HighlightManagerEditor.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: ace58d1d278d649c98e5a2b5a066b3cd
+timeCreated: 1548711355
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Editor/HighlightProfileEditor.cs b/Assets/HighlightPlus/Editor/HighlightProfileEditor.cs
new file mode 100644
index 0000000..312fedb
--- /dev/null
+++ b/Assets/HighlightPlus/Editor/HighlightProfileEditor.cs
@@ -0,0 +1,323 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+using UnityEngine;
+
+namespace HighlightPlus {
+
+ [CustomEditor(typeof(HighlightProfile))]
+ [CanEditMultipleObjects]
+ public class HighlightProfileEditor : Editor {
+
+ SerializedProperty effectGroup, effectGroupLayer, effectNameFilter, combineMeshes, alphaCutOff, cullBackFaces, depthClip, normalsOption;
+ SerializedProperty overlay, overlayColor, overlayAnimationSpeed, overlayMinIntensity, overlayTexture, overlayTextureScale, overlayBlending;
+ SerializedProperty fadeInDuration, fadeOutDuration, constantWidth;
+ SerializedProperty outline, outlineColor, outlineWidth, outlineQuality, outlineDownsampling, outlineOptimalBlit, outlineVisibility, outlineIndependent;
+ SerializedProperty glow, glowWidth, glowQuality, glowOptimalBlit, glowDownsampling, glowHQColor, glowDithering, glowMagicNumber1, glowMagicNumber2, glowAnimationSpeed, glowVisibility, glowBlendMode, glowBlendPasses, glowPasses, glowIgnoreMask;
+ SerializedProperty innerGlow, innerGlowWidth, innerGlowColor, innerGlowVisibility;
+ SerializedProperty targetFX, targetFXTexture, targetFXColor, targetFXRotationSpeed, targetFXInitialScale, targetFXEndScale, targetFXScaleToRenderBounds;
+ SerializedProperty targetFXAlignToGround, targetFXFadePower, targetFXGroundMaxDistance, targetFXGroundLayerMask, targetFXTransitionDuration, targetFXStayDuration, targetFXVisibility;
+ SerializedProperty seeThrough, seeThroughOccluderMask, seeThroughOccluderMaskAccurate, seeThroughOccluderThreshold, seeThroughOccluderCheckInterval, seeThroughOccluderCheckIndividualObjects, seeThroughDepthOffset, seeThroughMaxDepth;
+ SerializedProperty seeThroughIntensity, seeThroughTintAlpha, seeThroughTintColor, seeThroughNoise, seeThroughBorder, seeThroughBorderWidth, seeThroughBorderColor, seeThroughOrdered, seeThroughBorderOnly;
+ SerializedProperty hitFxInitialIntensity, hitFxMode, hitFxFadeOutDuration, hitFxColor, hitFxRadius;
+ SerializedProperty cameraDistanceFade, cameraDistanceFadeNear, cameraDistanceFadeFar;
+
+ void OnEnable() {
+ effectGroup = serializedObject.FindProperty("effectGroup");
+ effectGroupLayer = serializedObject.FindProperty("effectGroupLayer");
+ effectNameFilter = serializedObject.FindProperty("effectNameFilter");
+ combineMeshes = serializedObject.FindProperty("combineMeshes");
+ alphaCutOff = serializedObject.FindProperty("alphaCutOff");
+ cullBackFaces = serializedObject.FindProperty("cullBackFaces");
+ depthClip = serializedObject.FindProperty("depthClip");
+ normalsOption = serializedObject.FindProperty("normalsOption");
+ fadeInDuration = serializedObject.FindProperty("fadeInDuration");
+ fadeOutDuration = serializedObject.FindProperty("fadeOutDuration");
+ constantWidth = serializedObject.FindProperty("constantWidth");
+ overlay = serializedObject.FindProperty("overlay");
+ overlayColor = serializedObject.FindProperty("overlayColor");
+ overlayAnimationSpeed = serializedObject.FindProperty("overlayAnimationSpeed");
+ overlayMinIntensity = serializedObject.FindProperty("overlayMinIntensity");
+ overlayBlending = serializedObject.FindProperty("overlayBlending");
+ overlayTexture = serializedObject.FindProperty("overlayTexture");
+ overlayTextureScale = serializedObject.FindProperty("overlayTextureScale");
+ outline = serializedObject.FindProperty("outline");
+ outlineColor = serializedObject.FindProperty("outlineColor");
+ outlineWidth = serializedObject.FindProperty("outlineWidth");
+ outlineQuality = serializedObject.FindProperty("outlineQuality");
+ outlineOptimalBlit = serializedObject.FindProperty("outlineOptimalBlit");
+ outlineDownsampling = serializedObject.FindProperty("outlineDownsampling");
+ outlineVisibility = serializedObject.FindProperty("outlineVisibility");
+ outlineIndependent = serializedObject.FindProperty("outlineIndependent");
+ glow = serializedObject.FindProperty("glow");
+ glowWidth = serializedObject.FindProperty("glowWidth");
+ glowQuality = serializedObject.FindProperty("glowQuality");
+ glowOptimalBlit = serializedObject.FindProperty("glowOptimalBlit");
+ glowDownsampling = serializedObject.FindProperty("glowDownsampling");
+ glowHQColor = serializedObject.FindProperty("glowHQColor");
+ glowAnimationSpeed = serializedObject.FindProperty("glowAnimationSpeed");
+ glowDithering = serializedObject.FindProperty("glowDithering");
+ glowMagicNumber1 = serializedObject.FindProperty("glowMagicNumber1");
+ glowMagicNumber2 = serializedObject.FindProperty("glowMagicNumber2");
+ glowAnimationSpeed = serializedObject.FindProperty("glowAnimationSpeed");
+ glowBlendPasses = serializedObject.FindProperty("glowBlendPasses");
+ glowVisibility = serializedObject.FindProperty("glowVisibility");
+ glowBlendMode = serializedObject.FindProperty("glowBlendMode");
+ glowPasses = serializedObject.FindProperty("glowPasses");
+ glowIgnoreMask = serializedObject.FindProperty("glowIgnoreMask");
+ innerGlow = serializedObject.FindProperty("innerGlow");
+ innerGlowColor = serializedObject.FindProperty("innerGlowColor");
+ innerGlowWidth = serializedObject.FindProperty("innerGlowWidth");
+ innerGlowVisibility = serializedObject.FindProperty("innerGlowVisibility");
+ targetFX = serializedObject.FindProperty("targetFX");
+ targetFXTexture = serializedObject.FindProperty("targetFXTexture");
+ targetFXRotationSpeed = serializedObject.FindProperty("targetFXRotationSpeed");
+ targetFXInitialScale = serializedObject.FindProperty("targetFXInitialScale");
+ targetFXEndScale = serializedObject.FindProperty("targetFXEndScale");
+ targetFXScaleToRenderBounds = serializedObject.FindProperty("targetFXScaleToRenderBounds");
+ targetFXAlignToGround = serializedObject.FindProperty("targetFXAlignToGround");
+ targetFXGroundMaxDistance = serializedObject.FindProperty("targetFXGroundMaxDistance");
+ targetFXGroundLayerMask = serializedObject.FindProperty("targetFXGroundLayerMask");
+ targetFXFadePower = serializedObject.FindProperty("targetFXFadePower");
+ targetFXColor = serializedObject.FindProperty("targetFXColor");
+ targetFXTransitionDuration = serializedObject.FindProperty("targetFXTransitionDuration");
+ targetFXStayDuration = serializedObject.FindProperty("targetFXStayDuration");
+ targetFXVisibility = serializedObject.FindProperty("targetFXVisibility");
+ seeThrough = serializedObject.FindProperty("seeThrough");
+ seeThroughOccluderMask = serializedObject.FindProperty("seeThroughOccluderMask");
+ seeThroughOccluderMaskAccurate = serializedObject.FindProperty("seeThroughOccluderMaskAccurate");
+ seeThroughOccluderThreshold = serializedObject.FindProperty("seeThroughOccluderThreshold");
+ seeThroughOccluderCheckInterval = serializedObject.FindProperty("seeThroughOccluderCheckInterval");
+ seeThroughOccluderCheckIndividualObjects = serializedObject.FindProperty("seeThroughOccluderCheckIndividualObjects");
+ seeThroughDepthOffset = serializedObject.FindProperty("seeThroughDepthOffset");
+ seeThroughMaxDepth = serializedObject.FindProperty("seeThroughMaxDepth");
+ seeThroughIntensity = serializedObject.FindProperty("seeThroughIntensity");
+ seeThroughTintAlpha = serializedObject.FindProperty("seeThroughTintAlpha");
+ seeThroughTintColor = serializedObject.FindProperty("seeThroughTintColor");
+ seeThroughNoise = serializedObject.FindProperty("seeThroughNoise");
+ seeThroughBorder = serializedObject.FindProperty("seeThroughBorder");
+ seeThroughBorderWidth = serializedObject.FindProperty("seeThroughBorderWidth");
+ seeThroughBorderColor = serializedObject.FindProperty("seeThroughBorderColor");
+ seeThroughBorderOnly = serializedObject.FindProperty("seeThroughBorderOnly");
+ seeThroughOrdered = serializedObject.FindProperty("seeThroughOrdered");
+ hitFxInitialIntensity = serializedObject.FindProperty("hitFxInitialIntensity");
+ hitFxMode = serializedObject.FindProperty("hitFxMode");
+ hitFxFadeOutDuration = serializedObject.FindProperty("hitFxFadeOutDuration");
+ hitFxColor = serializedObject.FindProperty("hitFxColor");
+ hitFxRadius = serializedObject.FindProperty("hitFxRadius");
+ cameraDistanceFade = serializedObject.FindProperty("cameraDistanceFade");
+ cameraDistanceFadeNear = serializedObject.FindProperty("cameraDistanceFadeNear");
+ cameraDistanceFadeFar = serializedObject.FindProperty("cameraDistanceFadeFar");
+ }
+
+ public override void OnInspectorGUI() {
+
+ EditorGUILayout.Separator();
+ EditorGUILayout.LabelField("Highlight Options", EditorStyles.boldLabel);
+ EditorGUILayout.PropertyField(effectGroup, new GUIContent("Include"));
+ if (effectGroup.intValue == (int)TargetOptions.LayerInScene || effectGroup.intValue == (int)TargetOptions.LayerInChildren) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(effectGroupLayer, new GUIContent("Layer"));
+ EditorGUI.indentLevel--;
+ }
+ if (effectGroup.intValue != (int)TargetOptions.OnlyThisObject && effectGroup.intValue != (int)TargetOptions.Scripting) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(effectNameFilter, new GUIContent("Object Name Filter"));
+ EditorGUILayout.PropertyField(combineMeshes);
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.PropertyField(alphaCutOff);
+ EditorGUILayout.PropertyField(cullBackFaces);
+ EditorGUILayout.PropertyField(normalsOption);
+ EditorGUILayout.PropertyField(depthClip);
+ EditorGUILayout.PropertyField(fadeInDuration);
+ EditorGUILayout.PropertyField(fadeOutDuration);
+ EditorGUILayout.PropertyField(cameraDistanceFade);
+ if (cameraDistanceFade.boolValue) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(cameraDistanceFadeNear, new GUIContent("Near Distance"));
+ EditorGUILayout.PropertyField(cameraDistanceFadeFar, new GUIContent("Far Distance"));
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.PropertyField(constantWidth);
+ EditorGUILayout.PropertyField(outlineIndependent, new GUIContent("Independent", "Do not combine outline with other highlighted objects."));
+
+ EditorGUILayout.Separator();
+ EditorGUILayout.LabelField("Effects", EditorStyles.boldLabel);
+
+ EditorGUILayout.BeginVertical(GUI.skin.box);
+ DrawSectionField(outline, "Outline", outline.floatValue > 0);
+ if (outline.floatValue > 0) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(outlineWidth, new GUIContent("Width"));
+ EditorGUILayout.PropertyField(outlineColor, new GUIContent("Color"));
+ HighlightEffectEditor.QualityPropertyField(outlineQuality);
+ if (outlineQuality.intValue == (int)QualityLevel.Highest) {
+ EditorGUILayout.PropertyField(outlineDownsampling, new GUIContent("Downsampling"));
+ EditorGUILayout.PropertyField(outlineOptimalBlit, new GUIContent("Optimal Blit", "Blits result over a section of the screen instead of rendering to the full screen buffer."));
+ }
+ if (outlineQuality.intValue == (int)QualityLevel.Highest && glowQuality.intValue == (int)QualityLevel.Highest) {
+ EditorGUILayout.PropertyField(glowVisibility, new GUIContent("Visibility"));
+ } else {
+ EditorGUILayout.PropertyField(outlineVisibility, new GUIContent("Visibility"));
+ }
+
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.EndVertical();
+
+ EditorGUILayout.BeginVertical(GUI.skin.box);
+ DrawSectionField(glow, "Outer Glow", glow.floatValue > 0);
+ if (glow.floatValue > 0) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(glowWidth, new GUIContent("Width"));
+ HighlightEffectEditor.QualityPropertyField(glowQuality);
+ if (glowQuality.intValue == (int)QualityLevel.Highest) {
+ EditorGUILayout.PropertyField(glowDownsampling, new GUIContent("Downsampling"));
+ EditorGUILayout.PropertyField(glowHQColor, new GUIContent("Color"));
+ EditorGUILayout.PropertyField(glowOptimalBlit, new GUIContent("Optimal Blit", "Blits result over a section of the screen instead of rendering to the full screen buffer."));
+ }
+ EditorGUILayout.PropertyField(glowAnimationSpeed, new GUIContent("Animation Speed"));
+ EditorGUILayout.PropertyField(glowVisibility, new GUIContent("Visibility"));
+ EditorGUILayout.PropertyField(glowBlendMode, new GUIContent("Blend Mode"));
+ if (glowQuality.intValue != (int)QualityLevel.Highest) {
+ EditorGUILayout.PropertyField(glowDithering, new GUIContent("Dithering"));
+ if (glowDithering.boolValue) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(glowMagicNumber1, new GUIContent("Magic Number 1"));
+ EditorGUILayout.PropertyField(glowMagicNumber2, new GUIContent("Magic Number 2"));
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.PropertyField(glowBlendPasses, new GUIContent("Blend Passes"));
+ EditorGUILayout.PropertyField(glowPasses, true);
+ EditorGUILayout.PropertyField(glowIgnoreMask, new GUIContent("Ignore Mask"));
+ }
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.EndVertical();
+
+ EditorGUILayout.BeginVertical(GUI.skin.box);
+ DrawSectionField(innerGlow, "Inner Glow", innerGlow.floatValue > 0);
+ if (innerGlow.floatValue > 0) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(innerGlowColor, new GUIContent("Color"));
+ EditorGUILayout.PropertyField(innerGlowWidth, new GUIContent("Width"));
+ EditorGUILayout.PropertyField(innerGlowVisibility, new GUIContent("Visibility"));
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.EndVertical();
+
+ EditorGUILayout.BeginVertical(GUI.skin.box);
+ DrawSectionField(overlay, "Overlay", overlay.floatValue > 0);
+ if (overlay.floatValue > 0) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(overlayColor, new GUIContent("Color"));
+ EditorGUILayout.PropertyField(overlayTexture, new GUIContent("Texture"));
+ if (overlayTexture.objectReferenceValue != null) {
+ EditorGUILayout.PropertyField(overlayTextureScale, new GUIContent("Texture Scale"));
+ }
+ EditorGUILayout.PropertyField(overlayBlending, new GUIContent("Blending"));
+ EditorGUILayout.PropertyField(overlayMinIntensity, new GUIContent("Min Intensity"));
+ EditorGUILayout.PropertyField(overlayAnimationSpeed, new GUIContent("Animation Speed"));
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.EndVertical();
+
+ EditorGUILayout.BeginVertical(GUI.skin.box);
+ DrawSectionField(targetFX, "Target", targetFX.boolValue);
+ if (targetFX.boolValue) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(targetFXTexture, new GUIContent("Texture"));
+ EditorGUILayout.PropertyField(targetFXColor, new GUIContent("Color"));
+ EditorGUILayout.PropertyField(targetFXRotationSpeed, new GUIContent("Rotation Speed"));
+ EditorGUILayout.PropertyField(targetFXInitialScale, new GUIContent("Initial Scale"));
+ EditorGUILayout.PropertyField(targetFXEndScale, new GUIContent("End Scale"));
+ EditorGUILayout.PropertyField(targetFXScaleToRenderBounds, new GUIContent("Scale To Object Bounds"));
+ EditorGUILayout.PropertyField(targetFXAlignToGround, new GUIContent("Align To Ground"));
+ if (targetFXAlignToGround.boolValue) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(targetFXGroundMaxDistance, new GUIContent("Ground Max Distance"));
+ EditorGUILayout.PropertyField(targetFXGroundLayerMask, new GUIContent("Ground Layer Mask"));
+ EditorGUILayout.PropertyField(targetFXFadePower, new GUIContent("Fade Power"));
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.PropertyField(targetFXTransitionDuration, new GUIContent("Transition Duration"));
+ EditorGUILayout.PropertyField(targetFXStayDuration, new GUIContent("Stay Duration"));
+ EditorGUILayout.PropertyField(targetFXVisibility, new GUIContent("Visibility"));
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.EndVertical();
+
+ EditorGUILayout.BeginVertical(GUI.skin.box);
+ EditorGUILayout.PropertyField(seeThrough);
+ if (seeThrough.intValue != (int)SeeThroughMode.Never) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(seeThroughOccluderMask, new GUIContent("Occluder Layer"));
+ if (seeThroughOccluderMask.intValue > 0) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(seeThroughOccluderMaskAccurate, new GUIContent("Accurate"));
+ EditorGUILayout.PropertyField(seeThroughOccluderThreshold, new GUIContent("Radius Threshold", "Multiplier to the object bounds. Making the bounds smaller prevents false occlusion tests."));
+ EditorGUILayout.PropertyField(seeThroughOccluderCheckInterval, new GUIContent("Check Interval", "Interval in seconds between occlusion tests."));
+ EditorGUILayout.PropertyField(seeThroughOccluderCheckIndividualObjects, new GUIContent("Check Individual Objects", "Interval in seconds between occlusion tests."));
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.PropertyField(seeThroughDepthOffset, new GUIContent("Depth Offset" + ((seeThroughDepthOffset.floatValue > 0) ? " 鈥" : "")));
+ EditorGUILayout.PropertyField(seeThroughMaxDepth, new GUIContent("Max Depth" + ((seeThroughMaxDepth.floatValue > 0) ? " 鈥" : "")));
+ EditorGUILayout.PropertyField(seeThroughIntensity, new GUIContent("Intensity"));
+ EditorGUILayout.PropertyField(seeThroughTintColor, new GUIContent("Color"));
+ EditorGUILayout.PropertyField(seeThroughTintAlpha, new GUIContent("Color Blend"));
+ EditorGUILayout.PropertyField(seeThroughNoise, new GUIContent("Noise"));
+ EditorGUILayout.PropertyField(seeThroughBorder, new GUIContent("Border When Hidden"));
+ if (seeThroughBorder.floatValue > 0) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(seeThroughBorderWidth, new GUIContent("Width"));
+ EditorGUILayout.PropertyField(seeThroughBorderColor, new GUIContent("Color"));
+ EditorGUILayout.PropertyField(seeThroughBorderOnly, new GUIContent("Border Only"));
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.PropertyField(seeThroughOrdered, new GUIContent("Ordered"));
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.EndVertical();
+
+ EditorGUILayout.BeginVertical(GUI.skin.box);
+ DrawSectionField(hitFxInitialIntensity, "Hit FX", hitFxInitialIntensity.floatValue > 0);
+ if (hitFxInitialIntensity.floatValue > 0) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(hitFxInitialIntensity, new GUIContent("Initial Intensity"));
+ EditorGUILayout.PropertyField(hitFxMode, new GUIContent("Mode"));
+ EditorGUILayout.PropertyField(hitFxFadeOutDuration, new GUIContent("Fade Out Duration"));
+ EditorGUILayout.PropertyField(hitFxColor, new GUIContent("Color"));
+ if ((HitFxMode)hitFxMode.intValue == HitFxMode.LocalHit) {
+ EditorGUILayout.PropertyField(hitFxRadius, new GUIContent("Radius"));
+ }
+ EditorGUI.indentLevel--;
+ }
+ EditorGUILayout.EndVertical();
+
+ if (serializedObject.ApplyModifiedProperties() || (Event.current.type == EventType.ValidateCommand &&
+ Event.current.commandName == "UndoRedoPerformed")) {
+
+ // Triggers profile reload on all Highlight Effect scripts
+ HighlightEffect[] effects = FindObjectsOfType();
+ for (int t = 0; t < targets.Length; t++) {
+ HighlightProfile profile = (HighlightProfile)targets[t];
+ for (int k = 0; k < effects.Length; k++) {
+ if (effects[k] != null && effects[k].profile == profile && effects[k].profileSync) {
+ profile.Load(effects[k]);
+ effects[k].Refresh();
+ }
+ }
+ }
+ EditorUtility.SetDirty(target);
+ }
+
+ }
+
+ void DrawSectionField(SerializedProperty property, string label, bool active) {
+ EditorGUILayout.PropertyField(property, new GUIContent(active ? label + " 鈥" : label));
+ }
+
+ }
+
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Editor/HighlightProfileEditor.cs.meta b/Assets/HighlightPlus/Editor/HighlightProfileEditor.cs.meta
new file mode 100644
index 0000000..ca1f349
--- /dev/null
+++ b/Assets/HighlightPlus/Editor/HighlightProfileEditor.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: b3b0e551d6f4f4f3987e8e5be2e89285
+timeCreated: 1542886545
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Editor/HighlightSeeThroughOccluderEditor.cs b/Assets/HighlightPlus/Editor/HighlightSeeThroughOccluderEditor.cs
new file mode 100644
index 0000000..75b72fe
--- /dev/null
+++ b/Assets/HighlightPlus/Editor/HighlightSeeThroughOccluderEditor.cs
@@ -0,0 +1,15 @@
+锘縰sing UnityEditor;
+using UnityEngine;
+
+namespace HighlightPlus {
+
+ [CustomEditor (typeof(HighlightSeeThroughOccluder))]
+ public class HighlightSeeThroughOccluderEditor : Editor {
+ public override void OnInspectorGUI () {
+ EditorGUILayout.Separator ();
+ EditorGUILayout.HelpBox ("This object will occlude any see-through effect.", MessageType.Info);
+ DrawDefaultInspector ();
+ }
+ }
+
+}
diff --git a/Assets/HighlightPlus/Editor/HighlightSeeThroughOccluderEditor.cs.meta b/Assets/HighlightPlus/Editor/HighlightSeeThroughOccluderEditor.cs.meta
new file mode 100644
index 0000000..c75b07a
--- /dev/null
+++ b/Assets/HighlightPlus/Editor/HighlightSeeThroughOccluderEditor.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 11e725ecbe4d74569b232e1a0d57efba
+timeCreated: 1548711355
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Editor/HighlightTriggerEditor.cs b/Assets/HighlightPlus/Editor/HighlightTriggerEditor.cs
new file mode 100644
index 0000000..ad40db5
--- /dev/null
+++ b/Assets/HighlightPlus/Editor/HighlightTriggerEditor.cs
@@ -0,0 +1,88 @@
+锘縰sing UnityEditor;
+using UnityEngine;
+
+namespace HighlightPlus {
+ [CustomEditor(typeof(HighlightTrigger))]
+ public class HighlightTriggerEditor : Editor {
+
+ SerializedProperty highlightOnHover, triggerMode, raycastCamera, raycastSource, minDistance, maxDistance, respectUI, volumeLayerMask;
+ SerializedProperty selectOnClick, selectedProfile, selectedAndHighlightedProfile, singleSelection, toggleOnClick;
+ HighlightTrigger trigger;
+
+ void OnEnable() {
+ highlightOnHover = serializedObject.FindProperty("highlightOnHover");
+ triggerMode = serializedObject.FindProperty("triggerMode");
+ raycastCamera = serializedObject.FindProperty("raycastCamera");
+ raycastSource = serializedObject.FindProperty("raycastSource");
+ minDistance = serializedObject.FindProperty("minDistance");
+ maxDistance = serializedObject.FindProperty("maxDistance");
+ respectUI = serializedObject.FindProperty("respectUI");
+ volumeLayerMask = serializedObject.FindProperty("volumeLayerMask");
+ selectOnClick = serializedObject.FindProperty("selectOnClick");
+ selectedProfile = serializedObject.FindProperty("selectedProfile");
+ selectedAndHighlightedProfile = serializedObject.FindProperty("selectedAndHighlightedProfile");
+ singleSelection = serializedObject.FindProperty("singleSelection");
+ toggleOnClick = serializedObject.FindProperty("toggle");
+ trigger = (HighlightTrigger)target;
+ trigger.Init();
+ }
+
+ public override void OnInspectorGUI() {
+
+ serializedObject.Update();
+
+ if (trigger.triggerMode == TriggerMode.RaycastOnThisObjectAndChildren) {
+ if (trigger.colliders == null || trigger.colliders.Length == 0) {
+ EditorGUILayout.HelpBox("No collider found on this object or any of its children. Add colliders to allow automatic highlighting.", MessageType.Warning);
+ }
+ } else {
+#if ENABLE_INPUT_SYSTEM
+ if (trigger.triggerMode == TriggerMode.ColliderEventsOnlyOnThisObject) {
+ EditorGUILayout.HelpBox("This trigger mode is not compatible with the new input system.", MessageType.Error);
+ }
+#endif
+ if (trigger.GetComponent() == null) {
+ EditorGUILayout.HelpBox("No collider found on this object. Add a collider to allow automatic highlighting.", MessageType.Error);
+ }
+ }
+
+ EditorGUILayout.PropertyField(triggerMode);
+ switch (trigger.triggerMode) {
+ case TriggerMode.RaycastOnThisObjectAndChildren:
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(raycastCamera);
+ EditorGUILayout.PropertyField(raycastSource);
+ EditorGUILayout.PropertyField(minDistance);
+ EditorGUILayout.PropertyField(maxDistance);
+ EditorGUI.indentLevel--;
+ break;
+ case TriggerMode.Volume:
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(volumeLayerMask);
+ EditorGUI.indentLevel--;
+ break;
+ }
+
+ if (trigger.triggerMode != TriggerMode.Volume) {
+ EditorGUILayout.PropertyField(respectUI);
+ }
+ EditorGUILayout.PropertyField(highlightOnHover);
+ EditorGUILayout.PropertyField(selectOnClick);
+ if (selectOnClick.boolValue) {
+ EditorGUI.indentLevel++;
+ EditorGUILayout.PropertyField(selectedProfile);
+ EditorGUILayout.PropertyField(selectedAndHighlightedProfile);
+ EditorGUILayout.PropertyField(singleSelection);
+ EditorGUILayout.PropertyField(toggleOnClick);
+ EditorGUILayout.HelpBox("To deselect any object by clicking outside, add a Highlight Manager to the scene.", MessageType.Info);
+ EditorGUI.indentLevel--;
+ }
+
+ if (serializedObject.ApplyModifiedProperties()) {
+ trigger.Init();
+ }
+ }
+
+ }
+
+}
diff --git a/Assets/HighlightPlus/Editor/HighlightTriggerEditor.cs.meta b/Assets/HighlightPlus/Editor/HighlightTriggerEditor.cs.meta
new file mode 100644
index 0000000..8ed2128
--- /dev/null
+++ b/Assets/HighlightPlus/Editor/HighlightTriggerEditor.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: eaf7f56fbcfa343efb5081d4309cb76b
+timeCreated: 1548711355
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Editor/TransparentWithDepth.cs b/Assets/HighlightPlus/Editor/TransparentWithDepth.cs
new file mode 100644
index 0000000..932f801
--- /dev/null
+++ b/Assets/HighlightPlus/Editor/TransparentWithDepth.cs
@@ -0,0 +1,132 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEditor;
+
+namespace HighlightPlus {
+
+ public class TransparentWithDepth {
+
+ static Material bmDepthOnly;
+ static Material bmDepthClipping;
+
+
+ [MenuItem ("GameObject/Effects/Highlight Plus/Add Depth To Transparent Object", false, 100)]
+ static void AddDepthOption () {
+ Renderer renderer = GetRenderer ();
+ if (renderer == null)
+ return;
+
+ if (!EditorUtility.DisplayDialog("Add Depth to Transparent Object", "This option will force the transparent object to write to the depth buffer by adding a new special material to the renderer (existing materials are preserved) so it can occlude and allow See-Through effect.\nOnly use on transparent objects.\n\nProceed?", "Yes", "No")) {
+ return;
+ }
+
+ Material[] materials = renderer.sharedMaterials;
+ for (int k = 0; k < materials.Length; k++) {
+ if (materials [k] == bmDepthOnly) {
+ EditorUtility.DisplayDialog ("Depth Support", "Already set! Nothing to do.", "Ok");
+ return;
+ }
+ }
+ if (materials == null) {
+ renderer.sharedMaterial = bmDepthOnly;
+ } else {
+ List newMaterials = new List (materials);
+ newMaterials.Insert (0, bmDepthOnly);
+ renderer.sharedMaterials = newMaterials.ToArray ();
+ }
+ }
+
+
+ [MenuItem("GameObject/Effects/Highlight Plus/Make Transparent Object Compatible with Depth Clipping", false, 101)]
+ static void AddDepthClippingOption() {
+ Renderer renderer = GetRenderer();
+ if (renderer == null)
+ return;
+
+ if (!EditorUtility.DisplayDialog("Make Transparent Object Compatible with Depth Clipping", "This option will force the transparent object to write to _CameraDepthBuffer which is used by depth clip option (existing materials are preserved) so it can occlude outline and glow effects in High Quality mode.\nOnly use on transparent objects which need to occlude other outline / glow effects in high quality mode.\n\nProceed?", "Yes", "No")) {
+ return;
+ }
+
+ Material[] materials = renderer.sharedMaterials;
+ for (int k = 0; k < materials.Length; k++) {
+ if (materials[k] == bmDepthClipping) {
+ EditorUtility.DisplayDialog("Depth Clipping Support", "Already set! Nothing to do.", "Ok");
+ return;
+ }
+ }
+ if (materials == null) {
+ renderer.sharedMaterial = bmDepthClipping;
+ } else {
+ List newMaterials = new List(materials);
+ newMaterials.Insert(0, bmDepthClipping);
+ renderer.sharedMaterials = newMaterials.ToArray();
+ }
+ }
+
+
+ [MenuItem("GameObject/Effects/Highlight Plus/Remove Depth Compatibility", false, 102)]
+ static void RemoveDepthOption() {
+
+ Renderer renderer = GetRenderer();
+ if (renderer == null)
+ return;
+
+ bool found = false;
+ Material[] materials = renderer.sharedMaterials;
+ for (int k = 0; k < materials.Length; k++) {
+ if (materials[k] == bmDepthOnly || materials[k] == bmDepthClipping) {
+ materials[k] = null;
+ found = true;
+ }
+ }
+ if (found) {
+ List newMaterials = new List();
+ for (int k = 0; k < materials.Length; k++) {
+ if (materials[k] != null) {
+ newMaterials.Add(materials[k]);
+ }
+ }
+ renderer.sharedMaterials = newMaterials.ToArray();
+ return;
+ }
+
+ EditorUtility.DisplayDialog("Depth Support", "This object was not previously modified! Nothing to do.", "Ok");
+ }
+
+
+ static Renderer GetRenderer() {
+
+ if (Selection.activeGameObject == null) {
+ EditorUtility.DisplayDialog("Depth Support", "This option can only be used on GameObjects.", "Ok");
+ return null;
+ }
+ Renderer renderer = Selection.activeGameObject.GetComponent();
+ if (renderer == null) {
+ EditorUtility.DisplayDialog("Depth Support", "This option can only be used on GameObjects with a Renderer component attached.", "Ok");
+ return null;
+ }
+
+ if (bmDepthOnly == null) {
+ bmDepthOnly = Resources.Load("HighlightPlus/HighlightPlusDepthWrite");
+ if (bmDepthOnly == null) {
+ EditorUtility.DisplayDialog("Depth Support", "HighlightPlusDepthWrite material not found!", "Ok");
+ return null;
+ }
+ }
+
+ if (bmDepthClipping == null) {
+ bmDepthClipping = Resources.Load("HighlightPlus/HighlightPlusDepthClipComp");
+ if (bmDepthClipping == null) {
+ EditorUtility.DisplayDialog("Depth Clipping Support", "HighlightPlusDepthClipComp material not found!", "Ok");
+ return null;
+ }
+ }
+
+ return renderer;
+ }
+
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Editor/TransparentWithDepth.cs.meta b/Assets/HighlightPlus/Editor/TransparentWithDepth.cs.meta
new file mode 100644
index 0000000..dcdeb20
--- /dev/null
+++ b/Assets/HighlightPlus/Editor/TransparentWithDepth.cs.meta
@@ -0,0 +1,13 @@
+fileFormatVersion: 2
+guid: be6e3be6d17ed49a3bd16d816815d6fd
+timeCreated: 1515683694
+licenseType: Pro
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Editor/VRCheck.cs b/Assets/HighlightPlus/Editor/VRCheck.cs
new file mode 100644
index 0000000..cb900b5
--- /dev/null
+++ b/Assets/HighlightPlus/Editor/VRCheck.cs
@@ -0,0 +1,47 @@
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+using UnityEngine.XR;
+
+namespace HighlightPlus {
+ public static class VRCheck {
+
+#if UNITY_2019_3_OR_NEWER
+
+ static List displaysDescs = new List();
+ static List displays = new List();
+
+ public static bool IsActive() {
+ displaysDescs.Clear();
+ SubsystemManager.GetSubsystemDescriptors(displaysDescs);
+
+ // If there are registered display descriptors that is a good indication that VR is most likely "enabled"
+ return displaysDescs.Count > 0;
+ }
+
+ public static bool IsVrRunning() {
+ bool vrIsRunning = false;
+ displays.Clear();
+ SubsystemManager.GetInstances(displays);
+ foreach (var displaySubsystem in displays) {
+ if (displaySubsystem.running) {
+ vrIsRunning = true;
+ break;
+ }
+ }
+
+ return vrIsRunning;
+ }
+#else
+ public static bool IsActive() {
+ return PlayerSettings.virtualRealitySupported;
+ }
+
+ public static bool IsVrRunning() {
+ return Application.isPlaying && PlayerSettings.virtualRealitySupported;
+ }
+#endif
+
+ }
+
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Editor/VRCheck.cs.meta b/Assets/HighlightPlus/Editor/VRCheck.cs.meta
new file mode 100644
index 0000000..9ff75fa
--- /dev/null
+++ b/Assets/HighlightPlus/Editor/VRCheck.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e692cbce37dc14e29b436d0c876f45dc
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/README.txt b/Assets/HighlightPlus/README.txt
new file mode 100644
index 0000000..3266faa
--- /dev/null
+++ b/Assets/HighlightPlus/README.txt
@@ -0,0 +1,451 @@
+锘**************************************
+* HIGHLIGHT PLUS *
+* Created by Ramiro Oliva (Kronnect) *
+* README FILE *
+**************************************
+
+
+Quick help: how to use this asset?
+----------------------------------
+
+1) Highlighting specific objects: add HighlightEffect.cs script to any GameObject. Customize the appearance options.
+ In the Highlight Effect inspector, you can specify which objects, in addition to this one, are also affected by the effect:
+ a) Only this object
+ b) This object and its children
+ c) All objects from the root to the children
+ d) All objects belonging to a layer
+
+2) Control highlight effect when mouse is over:
+ Add HighlightTrigger.cs script to the GameObject. It will activate highlight on the gameobject when mouse pass over it.
+
+3) Highlighting any object in the scene:
+ Select top menu GameObject -> Effects -> Highlight Plus -> Create Manager.
+ Customize appearance and behaviour of Highlight Manager. Those settings are default settings for all objects. If you want different settings for certain objects just add another HighlightEffect script to each different object. The manager will use those settings.
+
+4) Make transparent shaders compatible with See-Through effect:
+ If you want the See-Through effect be seen through other transparent objects, they need to be modified so they write to depth buffer (by default transparent objects do not write to z-buffer).
+ To do so, select top menu GameObject -> Effects -> Highlight Plus -> Add Depth To Transparent Object.
+
+5) Static batching:
+ Objects marked as "static" need a MeshCollider in order to be highlighted. This is because Unity combines the meshes of static objects so it's not possible to highlight individual objects if their meshes are combined.
+ To allow highlighting static objects make sure they have a MeshCollider attached (the MeshCollider can be disabled).
+
+
+
+Help & Support Forum
+--------------------
+
+Check the Documentation (PDF) for detailed instructions:
+
+Have any question or issue?
+* Support Forum: https://kronnect.com/support
+* Twitter: @Kronnect
+* Email (non support): contact@kronnect.com
+
+If you like Highlight Plus, please rate it on the Asset Store. It encourages us to keep improving it! Thanks!
+
+
+
+Universal Rendering Pipeline
+----------------------------
+
+Customers can download a specific version of Highlight Plus designed for Universal Rendering Pipeline for free from our support forum on https://kronnect.com
+Please sign up on the forum and send a pm to "Kronnect" or email to contact@kronnect.com to get access to the private board.
+
+The Unity Asset Store currently does not allow you to select which package according to the pipeline to download so we have to offer this way so you can download it.
+
+
+Future updates
+--------------
+
+All our assets follow an incremental development process by which a few beta releases are published on our support forum (kronnect.com).
+We encourage you to signup and engage our forum. The forum is the primary support and feature discussions medium.
+
+Of course, all updates of Highlight Plus will be eventually available on the Asset Store.
+
+
+
+More Cool Assets!
+-----------------
+Check out our other assets here:
+https://assetstore.unity.com/publishers/15018
+
+
+
+Version history
+---------------
+
+Current version
+- Added "Camera Distance Fade" option
+- Improved see-through accurate method which now takes into account multi-part meshes from compound parents
+- [Fix] Fixed glow/outline aspect ratio in Single Pass Instanced VR mode
+
+Version 8.5
+- Improved outline effect when combining "Independent" option with many elements in "Children" selection
+- Improved see-through border only effect
+
+Version 8.4
+- Added "Border Only" option to See-Through effect
+- Outline/glow shape now properly cuts when partially occluded (instead of following the shape of the occluder)
+- Adding a Highlight Effect component to a parent no longer deactivates highlighted children
+
+Version 8.3
+- Upgraded to Unity 2020.3.16
+- [Fix] Fixed outline/glow render issue when MSAA is enabled
+
+Version 8.2
+- Added "Ignore Mask" option to glow. Can be used to render the glow effect alone
+- [Fix] Fixed issue with new input system and highlight manager/trigger if no Event System is present in the scene
+- [Fix] Fixed glow passes UI overlap in Unity 2021.3.3 due to reorderable array bug
+
+Version 8.1
+- Selection state is now visible in inspector (used only by trigger and manager components)
+- [Fix] Fixed mobile input using the new input system
+- [Fix] Fixed outline settings mismatch when using a combination of Highlight Trigger and Manager
+
+Version 8.0
+- Added SelectObject / ToggleObject / UnselectObject methods to Highlight Manager
+- Added ability to control rendering order of effects (check documentation: Custom sorting section)
+
+Version 7.9.1
+- Default values for all effects are now 0 (disabled) except outline so desired effects must be enabled. This option allows you to ensure no extra/undesired effects are activated by mistake
+- Redesigned Highlight Plus Profile editor interface
+- Removed dependency of HighlightManager
+
+Version 7.8
+- Added outer glow blend mode option
+- API: added OnObjectHighlightStart/End events to HighlightTrigger (check documentation for differences with similar events on Highlight Effect main script)
+- [Fix] API: Fixed specific issues with SetTarget method when used on shader graph based materials that don't use standard texture names
+
+Version 7.7.2
+- [Fix] Fixed fade in/out issue when disabling/enabling objects
+
+Version 7.7
+- Added support for the new Input System
+- [Fix] Fixes to the align to ground option of target fx effect
+
+Version 7.6.2
+- [Fix] VR: fixed target effect "Align to Ground" issue with Single Pass Instanced
+
+Version 7.6.1
+- [Fix] Fixed overlay animation speed issue
+
+Version 7.6
+- Added "Target FX Align to Ground" option
+- Added isSeeThroughOccluded(camera). Is true when any see-through occluder using raycast mode is blocking the see-through effect
+- All shader keywords are now of local type reducing global keyword usage
+- Fixes and improvements to see-through when combined with outline/outer glow
+
+Version 7.5.2
+- [Fix] See-through is now visible when using glow/outline/inner glow with Always Visible option
+
+Version 7.5
+- Added new HitFX style: "Local Hit"
+- Added new demo scene showcasing the HitFx variations
+- Added "Overlay Texture" option
+- Added "Min Distance" option to Highlight Manager and Highlight Trigger
+- Added support for "Domain Reload" disabled option
+- API: added OnObjectHighlightStart, OnObjectHighlightEnd events to HighlightManager
+- [Fix] Fixed inner glow and overlay issue when MaterialPropertyBlock is used on the character material
+
+Version 7.1
+- Added "Respect UI" to Highlight Manager and Trigger which blocks interaction if pointer is over an UI element
+
+Version 7.0.2
+- Memory optimizations
+
+Version 7.0.1
+- [Fix] Highest quality outline/glow fixes on mobile
+
+Version 7.0
+- Added support for Single Pass Instanced
+- Internal improvements and fixes
+
+Version 6.9
+- Internal improvements to see-through
+
+Version 6.8
+- Changed see-through effect rendering order to improve support with other stencil effects
+- [Fix] Fixed properties not being reflected in scene immediately when invoking Undo
+
+Version 6.7
+- Added "SeeThrough Max Depth" option. Limits the visibility of the see-through effect to certain distance from the occluders
+- Added "SeeThrough Check Individual Objects" option. If enabled, occlusion test is performed for each individual child of the object, instead of using combined bounds
+
+Version 6.6
+- Added "SeeThrough Depth Offset" option. This option allows you to control the minimum distance from the occluder to the object before showing the see-through effect
+- Added "SeeThrough Non Overlap" option. Enable it only if the see-through effect produces flickering due to overlapping geometry in the hidden object
+- [Fix] Fixed properties not being reflected in scene immediately when invoking Undo
+
+Version 6.5.1
+- Calling ProfileLoad() method will now assign that profile to the highlight effect component in addition to loading its values
+- Prevents _Time overflow which can cause glitching on some Android devices
+
+Version 6.5
+- Name filter now is ignored when effect group is set to Only This Object
+- New shader "HighlightPlus/Geometry/UIMask" to cancel highlight effects when rendering through a UI Canvas (see documentation)
+
+Version 6.4
+- Added "Cameras Layer Mask" to specify which cameras can render the effects
+- Hit FX color in Highlight Profile now exposes HDR color options
+
+Version 6.3.1
+- Added "Single Selection" option to Highlight Manager/Trigger
+- Added "Toggle" option to Highlight Manager/Trigger
+- Selection is cleared now when clicking anywhere in the scene (requires Highlight Manager)
+- API: added SetGlowColor
+- Improved Highlight Manager inspector
+
+Version 6.2
+- Added TargetFX Scale To Object Bounds (defaults to false)
+- Added support for HDR color to Hit FX color field
+- Option to list occluders in the inspector when See Through Occluder Mask "Accurate" option is enabled
+
+Version 6.1
+- Added more accurate occluder layer system ("Accurate" option)
+- Added default hit fx settings to inspector & profile
+- Added hit fx modes (overlay or inner glow)
+
+Version 6.0
+- Added Selection feature
+- Inspector: sections can be now collapsed to reduce screen space
+- API: added OnObjectSelected / OnObjectUnSelected events
+
+Version 5.5
+- Added "Planar" mode to Normals option. Best choice for highlighting 2D meshes (quad/planes)
+
+Version 5.4 5/Feb/2021
+- Added Visibility option to targete effect
+- Stencil mask is no longer computed when only overlay or inner glow is used improving performance
+
+Version 5.3.5 22/Jan/2021
+- Added "CustomVertexTransform.cginc" file which can be used to include user-defined vertex transformations
+- Optimizations to material setters
+
+Version 5.3.4
+- Improvements to combine meshes option
+
+Version 5.3.3
+- Effects now reflect object transform changes when combines meshes option is enabled
+
+Version 5.3.2
+- Memory optimizations
+
+Version 5.3.1
+- Optimizations and fixes
+
+Version 5.3
+- Added "Combine Meshes" option to profile
+
+Version 5.2
+- Added "Object Name Filter" option to profile
+
+Version 5.0
+- API: added "TargetFX" method to programmatically start the target effect
+- [Fix] Depth Clip option can now be used on mobile even with visibility set to Always On Top
+
+Version 4.9
+- Added "Medium" quality level
+
+Version 4.8.1
+- [Fix] Fixed outline/glow issue on iOS when using Highest Quality mode in Unity 2010.1
+
+Version 4.8
+- Added "Outer Glow Blend Passes" option
+- Added support for HDR colors
+
+Version 4.7
+- Added "Normals Option" with Smooth, Preserve and Reorient variants to improve results
+- Target effect now only renders once per gameobject if a specific target transform is specified
+- API: added OnTargetAnimates. Allows you to override center, rotation and scale of target effect on a per-frame basis.
+
+Version 4.6
+- Added "SubMesh Mask" which allows to exclude certain submeshes
+- [Fix] Fixed shader compilation issue with Single Pass Instanced mode enabled
+
+Version 4.5
+- Added "Preserve Original Mesh" option to inspector and profile
+
+Version 4.4
+- Added HitFX effect
+- Improved quality of outer glow when using Highest Quality mode
+- Improvements to SeeThrough Occluder when Detection Mode is set to RayCast
+- API: added SetTargets(transform, renderers)
+- API: added static method HighlightEffect.DrawEffectsNow() to force render all effects on demand
+
+Version 4.2
+- Added GPU Instancing support for outline / glow effects
+- Highlight Trigger: added volume collision detection
+
+Version 4.1.1
+- [Fix] Fixed issue with grouped objects when independent option is enabled and Highest Quality outer glow or outline is used
+
+Version 4.1
+- Improved "Outline Independent" option for Highest Quality Mode
+- Consistency: enabling "Outline Independent" in Highest Quality Mode now also affects Outer Glow is used
+
+Version 4.0
+- Start up peformance & memory allocation optimizations
+- Added "Independent" support to outline in Highest Quality mode
+- Added "Make Transparent Object Compatible With Depth Clip" option
+
+Version 3.9
+- Added "Depth Clip" option (only applies to HQ outline/glow effects)
+
+Version 3.8
+- Glow/Outline downsampling and glow blend mode option added to profiles
+- [Fix] Fixed an issue which marked the scene as dirty
+- [Fix] Removed VR API usage console warning
+
+Version 3.7
+- See Through: added "Occluder Mask" option. When set to a custom layer, it performs a BoxCast check to ensure only objects in the specific layers are occluding the target. Customize this behaviour using the Radius Threshold and Check Interval settings.
+- Added "Max Distance" to Highlight Trigger
+- Reduced allocations when averaging normals
+- [Fix] Fixed flickering of outer glow when used in Highest quality with thin objects
+
+Version 3.6
+- Added "Outline Independent" option. Shows full outline regardless of any other highlighted object behind.
+
+Version 3.5
+- Improved quality of Outline effect when quality level is set to Highest
+- Added "SeeThrough Border" feature
+- Added "Blend Mode" option to Outer Glow for highest quality level
+- [Fix] Fixed issue during Prefab editor mode
+
+Version 3.4.4
+- Added option in occluder script to use raycast instead of stencil buffer to cancel see-through (useful for avoiding terrain triggering see-through effect)
+- [Fix] Fixed see-through in deferred rendering path
+
+Version 3.4.2
+- [Fix] Fixed an issue when adding the effect at runtime with outline/glow in higuest quality
+
+Version 3.4.1
+- [Fix] Fixed occluder objects removing glow effect when placed in the background
+- [Fix] Added missing SeeThrough noise option to Highlight Profile asset
+
+Version 3.4
+- Added LayerInChildren option to "Include" filter
+- Improved occluder system
+- [Fix] Prevent an error when the mesh normals count does not match the vertex count
+
+Version 3.3
+- Outline, Glow and Inner Glow "Always On Top" option expanded to "Normal", "Always On Top" or "Only When Occluded"
+- Added Noise slider to See-Through effect
+
+Version 3.2.4
+- [Fix] Fixed flickering issue when combining mesh & skinned mesh renderers
+
+Version 3.2.3
+- General improvements and fixes
+
+Version 3.2.2
+- [Fix] Fixed issue when trying to read normals from a non-readable mesh
+
+Version 3.2.1
+- [Fix] Fixed glow disappearing when object crosses camera near clip
+
+Version 3.2
+- Added "Reflection Probes" option
+- Internal improvements and fixes
+
+Version 3.1
+- Added "Constant Width" option to Glow/Outline in Fastest/High quality level
+- Added "Optimal Blit" option to Glow/Outline with Debug View
+
+Version 3.0.2
+- API: added proxy methods ProfileLoad, ProfileReload, ProfileSaveChanges to load/store profile settings at runtime. You can also load/save changes between effect and profile using the Load/Save methods on the profile object itself.
+
+Version 3.0.1
+- [Fix] Fixed an exception when glow was enabled, outline disabled in highest quality level
+
+Version 3.0
+- Added HQ Highest quality glow and outline options
+- Added "Include" option to choose which objects are affected by the effects (same gameobject, children, root to children, or many objects in layer)
+- Added "Alpha CutOff"
+
+Version 2.6.1
+- Minor internal improvements
+
+Version 2.6
+- Added Target effect
+- Improved performance on Skinned Mesh Renderers. Slightly improved performance on normal renderers.
+
+Version 2.5.2
+- [Fix] Fixed issue with HQ Outer Glow not showing when there's multiple selected objects parented to the same object
+
+Version 2.5.1
+- Added support for orthographic camera
+
+Version 2.5
+- Added support for VR Single Pass Instanced
+- Minor improvements and fixes
+
+Version 2.4
+- New HighlightSeeThroughOccluder script. Add it to any object to cancel any see-through effect
+- Added "Fade In Duration" / "Fade Out Duration" to create smooth transition states
+- Added "Glow HQ" to produce better outer glow on certain shapes
+- Added "OnRendererHighlightStart" event
+- API: added "OverlayOnShot" method for impact effects
+
+Version 2.3
+- Added "Raycast Source" to Highlight Trigger and Manager components
+- Added "Skinned Mesh Bake Mode" to optimize highlight on many models
+
+Version 2.2
+- Added "Always On Top" option to Outline, Outer and Inner Glow
+- Added "Trigger Mode" to Highlight Trigger to support complex objects
+
+Version 2.1
+- Added "Outline HQ" to inspector. Creates a better outline on certain shapes
+- Added "Ignore Object Visibility" to enable effects on disabled renderers or hidden objects
+
+Version 2.0
+- Profiles. Store/load/share settings across different objects.
+- [Fix] Fixed issue when copying component values between two objects
+- [Fix] Fixed effects ignoring culling mask on additional cameras
+
+Version 1.5
+- Added "Inner Glow" effect
+
+Version 1.4
+- Added "Overlay Min Intensity" and "Overlay Blending" options
+- Added "Ignore" option
+- Minor improvements & fixes
+
+Version 1.3
+- Added option to add depth compatibility for transparent shaders
+
+Version 1.2.4
+- [Fix] Fix for multiple skinned models
+- [Fix] Fix for scaled skinned models
+
+Version 1.2.3
+- [Fix] Fixes for Steam VR
+
+Version 1.2.1
+- Internal improvements and fixes
+
+Version 1.2.1
+- [Fix] Fixed script execution order issue with scripts changing transform in LateUpdate()
+
+Version 1.2
+- Support for LOD groups
+
+Version 1.1
+- Redesigned editor inspector
+- Minor improvements
+
+Version 1.0.4
+- Supports meshes with negative scales
+
+Version 1.0.3
+- Support for multiple submeshes
+
+Version 1.0.2
+- [Fix] Fixed scale issue with grouped objects
+
+Version 1.0.1
+- Supports combined meshes
+
+Version 1.0 - Nov/2018
+- Initial release
diff --git a/Assets/HighlightPlus/README.txt.meta b/Assets/HighlightPlus/README.txt.meta
new file mode 100644
index 0000000..66f5cba
--- /dev/null
+++ b/Assets/HighlightPlus/README.txt.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 53265a9967ed548efaf71f5807638781
+timeCreated: 1542901568
+licenseType: Pro
+TextScriptImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources.meta b/Assets/HighlightPlus/Resources.meta
new file mode 100644
index 0000000..7c6c2dc
--- /dev/null
+++ b/Assets/HighlightPlus/Resources.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 3a476022645d74299b862c36d0daa1df
+folderAsset: yes
+timeCreated: 1542876301
+licenseType: Pro
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus.meta b/Assets/HighlightPlus/Resources/HighlightPlus.meta
new file mode 100644
index 0000000..e3104c5
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 6bd97436761b94109a0785ed6823647c
+folderAsset: yes
+timeCreated: 1542893576
+licenseType: Pro
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/CustomVertexTransform.cginc b/Assets/HighlightPlus/Resources/HighlightPlus/CustomVertexTransform.cginc
new file mode 100644
index 0000000..60241d2
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/CustomVertexTransform.cginc
@@ -0,0 +1,10 @@
+#ifndef CUSTOM_VERTEX_TRANSFORM_INCLUDED
+#define CUSTOM_VERTEX_TRANSFORM_INCLUDED
+
+float4 ComputeVertexPosition(float4 vertex) {
+ // Add here any custom vertex transform
+ float4 pos = UnityObjectToClipPos(vertex);
+ return pos;
+}
+
+#endif
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/CustomVertexTransform.cginc.meta b/Assets/HighlightPlus/Resources/HighlightPlus/CustomVertexTransform.cginc.meta
new file mode 100644
index 0000000..62d91ea
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/CustomVertexTransform.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: e25b1281ec6724b028e33a5df5a3f266
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightAddDepth.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightAddDepth.shader
new file mode 100644
index 0000000..835a34c
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightAddDepth.shader
@@ -0,0 +1,49 @@
+锘縎hader "HighlightPlus/Geometry/JustDepth"
+{
+ Properties
+ {
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" }
+ ColorMask 0
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+ #include "CustomVertexTransform.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = ComputeVertexPosition(v.vertex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ return 0;
+ }
+ ENDCG
+ }
+ }
+}
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightAddDepth.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightAddDepth.shader.meta
new file mode 100644
index 0000000..123e669
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightAddDepth.shader.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 058a572e30b2d446bade2dda32bcef0f
+timeCreated: 1515682635
+licenseType: Pro
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightAddDepthClip.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightAddDepthClip.shader
new file mode 100644
index 0000000..a7961f2
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightAddDepthClip.shader
@@ -0,0 +1,43 @@
+锘縎hader "HighlightPlus/Geometry/DepthClipComp"
+{
+ Properties
+ {
+ }
+ SubShader
+ {
+ Pass {
+ Name "ShadowCaster"
+ Tags { "LightMode" = "ShadowCaster" }
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 2.0
+ #pragma multi_compile_shadowcaster
+ #pragma multi_compile_instancing
+ #include "UnityCG.cginc"
+
+ struct v2f {
+ V2F_SHADOW_CASTER;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ v2f vert( appdata_base v ) {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
+ return o;
+ }
+
+ float4 frag( v2f i ) : SV_Target {
+ SHADOW_CASTER_FRAGMENT(i)
+ }
+ ENDCG
+
+ }
+
+ }
+
+}
+
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightAddDepthClip.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightAddDepthClip.shader.meta
new file mode 100644
index 0000000..ad6f592
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightAddDepthClip.shader.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 0917f634da79a4983ad78bac83d5a715
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightBlurGlow.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightBlurGlow.shader
new file mode 100644
index 0000000..aba3ecf
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightBlurGlow.shader
@@ -0,0 +1,158 @@
+锘縎hader "HighlightPlus/Geometry/BlurGlow" {
+Properties {
+ _MainTex ("Texture", Any) = "white" {}
+ _Color ("Color", Color) = (1,1,0) // not used; dummy property to avoid inspector warning "material has no _Color property"
+ _BlurScale("Blur Scale", Float) = 2.0
+ _Speed("Speed", Float) = 1
+}
+ SubShader
+ {
+ ZTest Always
+ ZWrite Off
+ Cull Off
+ CGINCLUDE
+
+ #include "UnityCG.cginc"
+
+ UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
+ float4 _MainTex_TexelSize;
+ float4 _MainTex_ST;
+ float _BlurScale, _Speed;
+
+ struct appdata {
+ float4 vertex : POSITION;
+ float2 texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2fCross {
+ float4 pos : SV_POSITION;
+ float2 uv: TEXCOORD0;
+ float2 uv1: TEXCOORD1;
+ float2 uv2: TEXCOORD2;
+ float2 uv3: TEXCOORD3;
+ float2 uv4: TEXCOORD4;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ v2fCross vertCross(appdata v) {
+ v2fCross o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = UnityObjectToClipPos(v.vertex);
+ #if UNITY_UV_STARTS_AT_TOP
+ if (_MainTex_TexelSize.y < 0) {
+ // Texture is inverted WRT the main texture
+ v.texcoord.y = 1.0 - v.texcoord.y;
+ }
+ #endif
+ o.uv = v.texcoord;
+ float3 offsets = _MainTex_TexelSize.xyx * float3(1,1,-1);
+ o.uv1 = v.texcoord - offsets.xy;
+ o.uv2 = v.texcoord - offsets.zy;
+ o.uv3 = v.texcoord + offsets.zy;
+ o.uv4 = v.texcoord + offsets.xy;
+ return o;
+ }
+
+
+ v2fCross vertBlurH(appdata v) {
+ v2fCross o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = UnityObjectToClipPos(v.vertex);
+ #if UNITY_UV_STARTS_AT_TOP
+ if (_MainTex_TexelSize.y < 0) {
+ // Texture is inverted WRT the main texture
+ v.texcoord.y = 1.0 - v.texcoord.y;
+ }
+ #endif
+ float animatedWidth = _BlurScale * (1.0 + 0.25 * sin(_Time.w * _Speed));
+ o.uv = v.texcoord;
+ float2 inc = float2(_MainTex_TexelSize.x * 1.3846153846 * animatedWidth, 0);
+ o.uv1 = v.texcoord - inc;
+ o.uv2 = v.texcoord + inc;
+ float2 inc2 = float2(_MainTex_TexelSize.x * 3.2307692308 * animatedWidth, 0);
+ o.uv3 = v.texcoord - inc2;
+ o.uv4 = v.texcoord + inc2;
+ return o;
+ }
+
+ v2fCross vertBlurV(appdata v) {
+ v2fCross o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = UnityObjectToClipPos(v.vertex);
+ #if UNITY_UV_STARTS_AT_TOP
+ if (_MainTex_TexelSize.y < 0) {
+ // Texture is inverted WRT the main texture
+ v.texcoord.y = 1.0 - v.texcoord.y;
+ }
+ #endif
+ float animatedWidth = _BlurScale * (1.0 + 0.25 * sin(_Time.w * _Speed));
+ o.uv = v.texcoord;
+ float2 inc = float2(0, _MainTex_TexelSize.y * 1.3846153846 * animatedWidth);
+ o.uv1 = v.texcoord - inc;
+ o.uv2 = v.texcoord + inc;
+ float2 inc2 = float2(0, _MainTex_TexelSize.y * 3.2307692308 * animatedWidth);
+ o.uv3 = v.texcoord - inc2;
+ o.uv4 = v.texcoord + inc2;
+ return o;
+ }
+
+ float4 fragBlur (v2fCross i): SV_Target {
+ UNITY_SETUP_INSTANCE_ID(i);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
+ float4 pixel = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv) * 0.2270270270
+ + (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv1) + UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv2)) * 0.3162162162
+ + (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv3) + UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv4)) * 0.0702702703;
+ return pixel;
+ }
+
+ float4 fragResample(v2fCross i) : SV_Target {
+ UNITY_SETUP_INSTANCE_ID(i);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
+ float4 c1 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv1);
+ float4 c2 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv2);
+ float4 c3 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv3);
+ float4 c4 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv4);
+ return (c1+c2+c3+c4) * 0.25;
+ }
+
+
+ ENDCG
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex vertBlurH
+ #pragma fragment fragBlur
+ #pragma fragmentoption ARB_precision_hint_fastest
+ #pragma target 3.0
+ ENDCG
+ }
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex vertBlurV
+ #pragma fragment fragBlur
+ #pragma fragmentoption ARB_precision_hint_fastest
+ #pragma target 3.0
+ ENDCG
+ }
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex vertCross
+ #pragma fragment fragResample
+ #pragma fragmentoption ARB_precision_hint_fastest
+ #pragma target 3.0
+ ENDCG
+ }
+
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightBlurGlow.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightBlurGlow.shader.meta
new file mode 100644
index 0000000..365d4fc
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightBlurGlow.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 84c84ee93ec484bdda371ffbdebfcc7c
+timeCreated: 1556874239
+licenseType: Pro
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightBlurOutline.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightBlurOutline.shader
new file mode 100644
index 0000000..4e07846
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightBlurOutline.shader
@@ -0,0 +1,156 @@
+锘縎hader "HighlightPlus/Geometry/BlurOutline" {
+Properties {
+ _MainTex ("Texture", Any) = "white" {}
+ _Color ("Color", Color) = (1,1,0) // not used; dummy property to avoid inspector warning "material has no _Color property"
+ _BlurScale("Blur Scale", Float) = 2.0
+}
+ SubShader
+ {
+ Tags { "Queue"="Transparent+100" "RenderType"="Transparent" }
+ ZTest Always
+ ZWrite Off
+ Cull Off
+ CGINCLUDE
+
+ #include "UnityCG.cginc"
+
+ UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
+ float4 _MainTex_TexelSize;
+ float4 _MainTex_ST;
+ float _BlurScale;
+
+ struct appdata {
+ float4 vertex : POSITION;
+ float2 texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+
+ struct v2fCross {
+ float4 pos : SV_POSITION;
+ float2 uv: TEXCOORD0;
+ float2 uv1: TEXCOORD1;
+ float2 uv2: TEXCOORD2;
+ float2 uv3: TEXCOORD3;
+ float2 uv4: TEXCOORD4;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ v2fCross vertCross(appdata v) {
+ v2fCross o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = UnityObjectToClipPos(v.vertex);
+ #if UNITY_UV_STARTS_AT_TOP
+ if (_MainTex_TexelSize.y < 0) {
+ // Texture is inverted WRT the main texture
+ v.texcoord.y = 1.0 - v.texcoord.y;
+ }
+ #endif
+ o.uv = v.texcoord;
+ float3 offsets = _MainTex_TexelSize.xyx * float3(1,1,-1);
+ o.uv1 = v.texcoord - offsets.xy;
+ o.uv2 = v.texcoord - offsets.zy;
+ o.uv3 = v.texcoord + offsets.zy;
+ o.uv4 = v.texcoord + offsets.xy;
+ return o;
+ }
+
+
+ v2fCross vertBlurH(appdata v) {
+ v2fCross o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = UnityObjectToClipPos(v.vertex);
+ #if UNITY_UV_STARTS_AT_TOP
+ if (_MainTex_TexelSize.y < 0) {
+ // Texture is inverted WRT the main texture
+ v.texcoord.y = 1.0 - v.texcoord.y;
+ }
+ #endif
+ o.uv = v.texcoord;
+ float2 inc = float2(_MainTex_TexelSize.x * 1.3846153846 * _BlurScale, 0);
+ o.uv1 = v.texcoord - inc;
+ o.uv2 = v.texcoord + inc;
+ float2 inc2 = float2(_MainTex_TexelSize.x * 3.2307692308 * _BlurScale, 0);
+ o.uv3 = v.texcoord - inc2;
+ o.uv4 = v.texcoord + inc2;
+ return o;
+ }
+
+ v2fCross vertBlurV(appdata v) {
+ v2fCross o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = UnityObjectToClipPos(v.vertex);
+ #if UNITY_UV_STARTS_AT_TOP
+ if (_MainTex_TexelSize.y < 0) {
+ // Texture is inverted WRT the main texture
+ v.texcoord.y = 1.0 - v.texcoord.y;
+ }
+ #endif
+ o.uv = v.texcoord;
+ float2 inc = float2(0, _MainTex_TexelSize.y * 1.3846153846 * _BlurScale);
+ o.uv1 = v.texcoord - inc;
+ o.uv2 = v.texcoord + inc;
+ float2 inc2 = float2(0, _MainTex_TexelSize.y * 3.2307692308 * _BlurScale);
+ o.uv3 = v.texcoord - inc2;
+ o.uv4 = v.texcoord + inc2;
+ return o;
+ }
+
+ float4 fragBlur (v2fCross i): SV_Target {
+ UNITY_SETUP_INSTANCE_ID(i);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
+ float4 pixel = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv) * 0.2270270270
+ + (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv1) + UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv2)) * 0.3162162162
+ + (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv3) + UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv4)) * 0.0702702703;
+ return pixel;
+ }
+
+ float4 fragResample(v2fCross i) : SV_Target {
+ UNITY_SETUP_INSTANCE_ID(i);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
+ float4 c1 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv1);
+ float4 c2 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv2);
+ float4 c3 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv3);
+ float4 c4 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv4);
+ return (c1+c2+c3+c4) * 0.25;
+ }
+
+
+ ENDCG
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex vertBlurH
+ #pragma fragment fragBlur
+ #pragma fragmentoption ARB_precision_hint_fastest
+ #pragma target 3.0
+ ENDCG
+ }
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex vertBlurV
+ #pragma fragment fragBlur
+ #pragma fragmentoption ARB_precision_hint_fastest
+ #pragma target 3.0
+ ENDCG
+ }
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex vertCross
+ #pragma fragment fragResample
+ #pragma fragmentoption ARB_precision_hint_fastest
+ #pragma target 3.0
+ ENDCG
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightBlurOutline.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightBlurOutline.shader.meta
new file mode 100644
index 0000000..93ce1e8
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightBlurOutline.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 74f3491dcf1224f0c91238381c035439
+timeCreated: 1556874239
+licenseType: Pro
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightClearStencil.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightClearStencil.shader
new file mode 100644
index 0000000..f719316
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightClearStencil.shader
@@ -0,0 +1,95 @@
+锘縎hader "HighlightPlus/ClearStencil"
+{
+ Properties
+ {
+ }
+ SubShader
+ {
+ Stencil {
+ Ref 2
+ Comp Always
+ Pass zero
+ }
+ ZTest Always
+ ZWrite Off
+ Cull Off
+ ColorMask 0
+
+ Pass // Ordered full screen
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = float4(v.vertex.xy, 0, 0.5);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ return 0;
+ }
+ ENDCG
+ }
+
+ Pass // Ordered object-space
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+ #include "CustomVertexTransform.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = ComputeVertexPosition(v.vertex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ return 0;
+ }
+ ENDCG
+ }
+ }
+}
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightClearStencil.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightClearStencil.shader.meta
new file mode 100644
index 0000000..d7237e9
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightClearStencil.shader.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 632d26701d1f14d9ab2950021e6fed87
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightComposeGlow.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightComposeGlow.shader
new file mode 100644
index 0000000..3bb5e69
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightComposeGlow.shader
@@ -0,0 +1,147 @@
+Shader "HighlightPlus/Geometry/ComposeGlow" {
+Properties {
+ _MainTex ("Texture", Any) = "black" {}
+ _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
+ [HideInInspector] _Cull ("Cull Mode", Int) = 2
+ [HideInInspector] _ZTest ("ZTest Mode", Int) = 0
+ [HideInInspector] _Flip("Flip", Vector) = (0, 1, 0)
+ [HideInInspector] _BlendSrc("Blend Src", Int) = 1
+ [HideInInspector] _BlendDst("Blend Dst", Int) = 1
+ _Debug("Debug Color", Color) = (0,0,0,0)
+ [HideInInspector] _GlowStencilComp ("Stencil Comp", Int) = 6
+}
+ SubShader
+ {
+ Tags { "Queue"="Transparent+102" "RenderType"="Transparent" }
+ Blend [_BlendSrc] [_BlendDst]
+
+ // Compose effect on camera target
+ Pass
+ {
+ ZWrite Off
+ ZTest [_ZTest]
+ Cull Off //[_Cull]
+ Stencil {
+ Ref 2
+ Comp [_GlowStencilComp]
+ Pass keep
+ ReadMask 2
+ WriteMask 2
+ }
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+
+ UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPComposeGlowFinal);
+ fixed4 _Color;
+ float3 _Flip;
+ fixed4 _Debug;
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos: SV_POSITION;
+ float4 scrPos: TEXCOORD0;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = UnityObjectToClipPos(v.vertex);
+ o.scrPos = ComputeScreenPos(o.pos);
+ o.scrPos.y = o.scrPos.w * _Flip.x + o.scrPos.y * _Flip.y;
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
+ fixed4 glow = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPComposeGlowFinal, i.scrPos.xy/i.scrPos.w);
+ fixed4 color = _Color;
+ color *= glow.r;
+ color += _Debug;
+ color.a = saturate(color.a);
+ return color;
+ }
+ ENDCG
+ }
+
+ // Compose effect on camera target (full-screen blit)
+ Pass
+ {
+ ZWrite Off
+ ZTest Always //[_ZTest]
+ Cull Off //[_Cull]
+
+ Stencil {
+ Ref 2
+ Comp NotEqual
+ Pass keep
+ ReadMask 2
+ WriteMask 2
+ }
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+
+ UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
+ float4 _MainTex_ST;
+ fixed4 _Color;
+ float3 _Flip;
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos: SV_POSITION;
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ v2f vert(appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = UnityObjectToClipPos(v.vertex);
+ o.uv = UnityStereoScreenSpaceUVAdjust(v.uv, _MainTex_ST);
+ o.uv.y = _Flip.x + o.uv.y * _Flip.y;
+ return o;
+ }
+
+ fixed4 frag(v2f i) : SV_Target
+ {
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
+ fixed4 glow = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
+ fixed4 color = _Color;
+ color *= glow.r;
+ color.a = saturate(color.a);
+ return color;
+ }
+ ENDCG
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightComposeGlow.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightComposeGlow.shader.meta
new file mode 100644
index 0000000..685907e
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightComposeGlow.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 975a91ee935da4d9c8a3e807fecd8047
+timeCreated: 1544699251
+licenseType: Pro
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightComposeOutline.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightComposeOutline.shader
new file mode 100644
index 0000000..b80cf1e
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightComposeOutline.shader
@@ -0,0 +1,144 @@
+Shader "HighlightPlus/Geometry/ComposeOutline" {
+Properties {
+ _MainTex ("Texture", Any) = "black" {}
+ _Color("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
+ _Cull("Cull Mode", Int) = 2
+ _ZTest("ZTest Mode", Int) = 0
+ _Flip("Flip", Vector) = (0, 1, 0)
+ _Debug("Debug Color", Color) = (0,0,0,0)
+}
+SubShader
+ {
+ Tags { "Queue" = "Transparent+120" "RenderType" = "Transparent" }
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ // Compose effect on camera target (optimal quad blit)
+ Pass
+ {
+ ZWrite Off
+ ZTest [_ZTest]
+ Cull Off // [_Cull]
+ Stencil {
+ Ref 2
+ Comp NotEqual
+ Pass keep
+ ReadMask 2
+ WriteMask 2
+ }
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+
+ UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal);
+
+ fixed4 _Color;
+ float3 _Flip;
+ fixed4 _Debug;
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos: SV_POSITION;
+ float4 scrPos: TEXCOORD0;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = UnityObjectToClipPos(v.vertex);
+ o.scrPos = ComputeScreenPos(o.pos);
+ o.scrPos.y = o.scrPos.w * _Flip.x + o.scrPos.y * _Flip.y;
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
+ fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal, i.scrPos.xy/i.scrPos.w);
+ fixed4 color = _Color;
+ color.a *= outline.r;
+ color += _Debug;
+ color.a = saturate(color.a);
+ return color;
+ }
+ ENDCG
+ }
+
+ // Compose effect on camera target (full-screen blit)
+ Pass
+ {
+ ZWrite Off
+ ZTest Always // [_ZTest]
+ Cull Off // [_Cull]
+ Stencil {
+ Ref 2
+ Comp NotEqual
+ Pass keep
+ ReadMask 2
+ WriteMask 2
+ }
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+
+ UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
+ float4 _MainTex_ST;
+ fixed4 _Color;
+ float3 _Flip;
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos: SV_POSITION;
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ v2f vert(appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = UnityObjectToClipPos(v.vertex);
+ o.uv = UnityStereoScreenSpaceUVAdjust(v.uv, _MainTex_ST);
+ o.uv.y = _Flip.x + o.uv.y * _Flip.y;
+ return o;
+ }
+
+ fixed4 frag(v2f i) : SV_Target
+ {
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
+ fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
+ fixed4 color = _Color;
+ color.a *= outline.r;
+ color = saturate(color);
+ return color;
+ }
+ ENDCG
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightComposeOutline.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightComposeOutline.shader.meta
new file mode 100644
index 0000000..8d27750
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightComposeOutline.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 0a6de74b6cfa9440182f8f56e4a0e4f1
+timeCreated: 1544699251
+licenseType: Pro
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightGlow.mat b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightGlow.mat
new file mode 100644
index 0000000..202a9ca
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightGlow.mat
@@ -0,0 +1,84 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
+Material:
+ serializedVersion: 6
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: HighlightGlow
+ m_Shader: {fileID: 4800000, guid: 049d9e75e07674a78a703cf1203c07dd, type: 3}
+ m_ShaderKeywords:
+ m_LightmapFlags: 4
+ m_EnableInstancingVariants: 1
+ m_DoubleSidedGI: 0
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
+ disabledShaderPasses: []
+ m_SavedProperties:
+ serializedVersion: 3
+ m_TexEnvs:
+ - _BumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DetailAlbedoMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DetailMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DetailNormalMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _EmissionMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MetallicGlossMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OcclusionMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ParallaxMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ m_Floats:
+ - _BumpScale: 1
+ - _ConstantWidth: 1
+ - _Cull: 2
+ - _Cutoff: 0.5
+ - _DetailNormalMapScale: 1
+ - _DstBlend: 0
+ - _GlossMapScale: 1
+ - _Glossiness: 0.5
+ - _GlossyReflections: 1
+ - _GlowZTest: 4
+ - _Metallic: 0
+ - _Mode: 0
+ - _OcclusionStrength: 1
+ - _Parallax: 0.02
+ - _SmoothnessTextureChannel: 0
+ - _SpecularHighlights: 1
+ - _SrcBlend: 1
+ - _UVSec: 0
+ - _ZWrite: 1
+ m_Colors:
+ - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+ - _Glow: {r: 1, g: 0.025, b: 0.75, a: 0.5}
+ - _Glow2: {r: 0.01, g: 1, b: 0.5, a: 0}
+ - _GlowColor: {r: 1, g: 1, b: 1, a: 1}
+ - _GlowDirection: {r: 1, g: 1, b: 0, a: 1}
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightGlow.mat.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightGlow.mat.meta
new file mode 100644
index 0000000..4565bca
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightGlow.mat.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 60e964940a24547a585c3ffff7e52e9b
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 2100000
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightGlow.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightGlow.shader
new file mode 100644
index 0000000..3fe23cc
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightGlow.shader
@@ -0,0 +1,114 @@
+锘縎hader "HighlightPlus/Geometry/Glow" {
+Properties {
+ _MainTex ("Texture", Any) = "white" {}
+ _Glow ("Glow", Vector) = (1, 0.025, 0.75, 0.5)
+ _Glow2 ("Glow2", Vector) = (0.01, 1, 0.5, 0)
+ _GlowColor ("Glow Color", Color) = (1,1,1)
+ _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
+ _GlowDirection("GlowDir", Vector) = (1,1,0)
+ _Cull ("Cull Mode", Int) = 2
+ _ConstantWidth ("Constant Width", Float) = 1
+ _GlowZTest ("ZTest", Int) = 4
+ _GlowStencilOp ("Stencil Operation", Int) = 0
+ _GlowStencilComp ("Stencil Comp", Int) = 6
+}
+ SubShader
+ {
+ Tags { "Queue"="Transparent+102" "RenderType"="Transparent" "DisableBatching"="True" }
+
+ // Glow passes
+ Pass
+ {
+ Stencil {
+ Ref 2
+ Comp [_GlowStencilComp]
+ Pass [_GlowStencilOp]
+ ReadMask 2
+ WriteMask 2
+ }
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZWrite Off
+ Cull [_Cull]
+ ZTest [_GlowZTest]
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_instancing
+ #include "UnityCG.cginc"
+ #include "CustomVertexTransform.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ fixed4 color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ //float4 _Glow; // x = intensity, y = width, z = magic number 1, w = magic number 2
+ float3 _Glow2; // x = outline width, y = glow speed, z = dither on/off
+ float _ConstantWidth;
+
+ UNITY_INSTANCING_BUFFER_START(Props)
+ UNITY_DEFINE_INSTANCED_PROP(float4, _GlowColor)
+ UNITY_DEFINE_INSTANCED_PROP(float4, _Glow)
+ UNITY_DEFINE_INSTANCED_PROP(float4, _GlowDirection)
+ UNITY_INSTANCING_BUFFER_END(Props)
+
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ float4 glowDirection = UNITY_ACCESS_INSTANCED_PROP(Props, _GlowDirection);
+ #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) || defined(SINGLE_PASS_STEREO)
+ glowDirection.x *= 2.0;
+ #endif
+
+ v.vertex.xyz += v.normal * glowDirection.z;
+ float4 pos = ComputeVertexPosition(v.vertex);
+ float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
+ float2 offset = TransformViewToProjection(normalize(norm.xy));
+
+ offset += glowDirection.xy;
+ float z = lerp(UNITY_Z_0_FAR_FROM_CLIPSPACE(pos.z), 2.0, UNITY_MATRIX_P[3][3]);
+ z = _ConstantWidth * (z - 2.0) + 2.0;
+ float outlineWidth = _Glow2.x;
+
+ float4 glow = UNITY_ACCESS_INSTANCED_PROP(Props, _Glow);
+
+ float animatedWidth = glow.y * (1.0 + 0.25 * sin(_Time.w * _Glow2.y));
+ offset *= z * (outlineWidth + animatedWidth);
+ pos.xy += offset;
+ o.pos = pos;
+ o.color = UNITY_ACCESS_INSTANCED_PROP(Props, _GlowColor);
+ o.color.a = glow.x;
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(i);
+ fixed4 color = i.color;
+ float4 glow = UNITY_ACCESS_INSTANCED_PROP(Props, _Glow);
+ float2 screenPos = floor( i.pos.xy * glow.z ) * glow.w;
+ color.a *= saturate(_Glow2.z + frac(screenPos.x + screenPos.y));
+ return color;
+ }
+ ENDCG
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightGlow.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightGlow.shader.meta
new file mode 100644
index 0000000..fe91538
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightGlow.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 049d9e75e07674a78a703cf1203c07dd
+timeCreated: 1544699250
+licenseType: Pro
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightInnerGlow.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightInnerGlow.shader
new file mode 100644
index 0000000..b0bf6c4
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightInnerGlow.shader
@@ -0,0 +1,95 @@
+锘縎hader "HighlightPlus/Geometry/InnerGlow" {
+Properties {
+ _MainTex ("Texture", Any) = "white" {}
+ _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
+ _InnerGlowColor ("Inner Glow Color", Color) = (1,1,1,1)
+ _InnerGlowWidth ("Width", Float) = 1.0
+ _CutOff("CutOff", Float ) = 0.5
+ _Cull ("Cull Mode", Int) = 2
+ _InnerGlowZTest ("ZTest", Int) = 4
+}
+ SubShader
+ {
+ Tags { "Queue"="Transparent+122" "RenderType"="Transparent" "DisableBatching"="True" }
+
+ // Inner Glow
+ Pass
+ {
+ Stencil {
+ Ref 4
+ ReadMask 4
+ Comp NotEqual
+ Pass keep
+ }
+ Blend SrcAlpha One
+ ZWrite Off
+ ZTest [_InnerGlowZTest]
+ Cull [_Cull]
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_local _ HP_ALPHACLIP
+
+ #include "UnityCG.cginc"
+ #include "CustomVertexTransform.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ float3 normal : NORMAL;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ float3 wpos : TEXCOORD1;
+ float3 normal : NORMAL;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+ fixed _CutOff;
+ fixed4 _InnerGlowColor;
+ fixed _InnerGlowWidth;
+
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = ComputeVertexPosition(v.vertex);
+ #if UNITY_REVERSED_Z
+ o.pos.z += 0.0001;
+ #else
+ o.pos.z -= 0.0001;
+ #endif
+ o.wpos = mul(unity_ObjectToWorld, v.vertex).xyz;
+ o.normal = UnityObjectToWorldNormal(v.normal);
+ o.uv = TRANSFORM_TEX (v.uv, _MainTex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ #if HP_ALPHACLIP
+ fixed4 color = tex2D(_MainTex, i.uv);
+ clip(color.a - _CutOff);
+ #endif
+
+ float3 viewDir = normalize(i.wpos - _WorldSpaceCameraPos.xyz);
+ fixed dx = saturate(_InnerGlowWidth - abs(dot(viewDir, normalize(i.normal)))) / _InnerGlowWidth;
+ fixed4 col = _InnerGlowColor * dx;
+ return col;
+ }
+ ENDCG
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightInnerGlow.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightInnerGlow.shader.meta
new file mode 100644
index 0000000..5f67e27
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightInnerGlow.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: e5a069457bd344391acd5af227c0ce11
+timeCreated: 1544699250
+licenseType: Pro
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightMask.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightMask.shader
new file mode 100644
index 0000000..a9c9b06
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightMask.shader
@@ -0,0 +1,138 @@
+Shader "HighlightPlus/Geometry/Mask" {
+Properties {
+ _MainTex ("Texture", Any) = "white" {}
+ _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
+ _CutOff("CutOff", Float ) = 0.5
+ _Cull ("Cull Mode", Int) = 2
+ _ZTest ("ZTest", Int) = 4
+}
+ SubShader
+ {
+ Tags { "Queue"="Transparent+100" "RenderType"="Transparent" "DisableBatching"="True" }
+
+ CGINCLUDE
+
+ #include "UnityCG.cginc"
+ #include "CustomVertexTransform.cginc"
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+ float4 _MainTex_TexelSize;
+ fixed _CutOff;
+ UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos: SV_POSITION;
+ float2 uv : TEXCOORD0;
+ #if HP_DEPTHCLIP
+ float4 scrPos : TEXCOORD1;
+ float depth : TEXCOORD2;
+ #endif
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = ComputeVertexPosition(v.vertex);
+ o.uv = TRANSFORM_TEX (v.uv, _MainTex);
+ #if HP_DEPTHCLIP
+ o.scrPos = ComputeScreenPos(o.pos);
+ COMPUTE_EYEDEPTH(o.depth);
+ #endif
+ #if UNITY_REVERSED_Z
+ o.pos.z += 0.0001;
+ #else
+ o.pos.z -= 0.0001;
+ #endif
+ return o;
+ }
+
+ float GetEyeDepth(float rawDepth) {
+ float persp = LinearEyeDepth(rawDepth);
+ float ortho = (_ProjectionParams.z-_ProjectionParams.y)*(1-rawDepth)+_ProjectionParams.y;
+ return lerp(persp,ortho,unity_OrthoParams.w);
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(i);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
+ #if HP_ALPHACLIP
+ fixed4 col = tex2D(_MainTex, i.uv);
+ clip(col.a - _CutOff);
+ #endif
+ #if HP_DEPTHCLIP
+ float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(i.scrPos.xy / i.scrPos.w));
+ float sceneDepth = GetEyeDepth(sceneZ);
+ clip(sceneDepth - i.depth * 0.999);
+ #endif
+ return 0;
+ }
+
+ ENDCG
+
+ // Create mask
+ Pass
+ {
+ Name "Mask"
+ Stencil {
+ Ref 2
+ Comp always
+ Pass replace
+ WriteMask 2
+ ReadMask 2
+ }
+ ColorMask 0
+ ZWrite Off
+ Cull [_Cull] // default Cull Back improves glow in high quality)
+ ZTest [_ZTest]
+
+ CGPROGRAM
+ #pragma multi_compile_local _ HP_ALPHACLIP
+ #pragma multi_compile_local _ HP_DEPTHCLIP
+ #pragma vertex vert
+ #pragma fragment frag
+ ENDCG
+ }
+
+ // Create mask for see-through (the only difference is the ZTest)
+ Pass
+ {
+ Name "See-through Mask"
+ Stencil {
+ Ref 2
+ Comp always
+ Pass replace
+ WriteMask 2
+ ReadMask 2
+ }
+ ColorMask 0
+ ZWrite Off
+ Cull [_Cull] // default Cull Back improves glow in high quality)
+ ZTest LEqual
+
+ CGPROGRAM
+ #pragma multi_compile_local _ HP_ALPHACLIP
+ #pragma multi_compile_local _ HP_DEPTHCLIP
+ #pragma vertex vert
+ #pragma fragment frag
+ ENDCG
+ }
+
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightMask.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightMask.shader.meta
new file mode 100644
index 0000000..b550df4
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightMask.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: e694fa934b6db4a00b8d4b9887115332
+timeCreated: 1544699251
+licenseType: Pro
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOccluder.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOccluder.shader
new file mode 100644
index 0000000..3cff099
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOccluder.shader
@@ -0,0 +1,62 @@
+Shader "HighlightPlus/Geometry/SeeThroughOccluder" {
+Properties {
+ _MainTex ("Texture", Any) = "white" {}
+ _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
+}
+ SubShader
+ {
+ Tags { "Queue"="Transparent+100" "RenderType"="Transparent" "DisableBatching"="True" }
+
+ // Create mask
+ Pass
+ {
+ Stencil {
+ Ref 2
+ Comp always
+ Pass DecrWrap
+ }
+ ColorMask 0
+ ZWrite Off
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = UnityObjectToClipPos(v.vertex);
+ #if UNITY_REVERSED_Z
+ o.pos.z += 0.0001;
+ #else
+ o.pos.z -= 0.0001;
+ #endif
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ return 0;
+ }
+ ENDCG
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOccluder.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOccluder.shader.meta
new file mode 100644
index 0000000..47ef424
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOccluder.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 229baf997355a43cda580dd4cf86b71e
+timeCreated: 1544699251
+licenseType: Pro
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOutline.mat b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOutline.mat
new file mode 100644
index 0000000..0bdabcf
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOutline.mat
@@ -0,0 +1,83 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
+Material:
+ serializedVersion: 6
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: HighlightOutline
+ m_Shader: {fileID: 4800000, guid: cbbf740e9c8644e8492d08b1a3fd0203, type: 3}
+ m_ShaderKeywords:
+ m_LightmapFlags: 4
+ m_EnableInstancingVariants: 1
+ m_DoubleSidedGI: 0
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
+ disabledShaderPasses: []
+ m_SavedProperties:
+ serializedVersion: 3
+ m_TexEnvs:
+ - _BumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DetailAlbedoMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DetailMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DetailNormalMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _EmissionMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MetallicGlossMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OcclusionMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ParallaxMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ m_Floats:
+ - _BumpScale: 1
+ - _ConstantWidth: 1
+ - _Cull: 2
+ - _Cutoff: 0.5
+ - _DetailNormalMapScale: 1
+ - _DstBlend: 0
+ - _GlossMapScale: 1
+ - _Glossiness: 0.5
+ - _GlossyReflections: 1
+ - _Metallic: 0
+ - _Mode: 0
+ - _OcclusionStrength: 1
+ - _OutlineWidth: 0.01
+ - _OutlineZTest: 4
+ - _Parallax: 0.02
+ - _SmoothnessTextureChannel: 0
+ - _SpecularHighlights: 1
+ - _SrcBlend: 1
+ - _UVSec: 0
+ - _ZWrite: 1
+ m_Colors:
+ - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+ - _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
+ - _OutlineDirection: {r: 0, g: 0, b: 0, a: 1}
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOutline.mat.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOutline.mat.meta
new file mode 100644
index 0000000..499962b
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOutline.mat.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 57729312cdd6d4eb685a81a3b0bf8a5b
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 2100000
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOutline.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOutline.shader
new file mode 100644
index 0000000..af1b2bd
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOutline.shader
@@ -0,0 +1,151 @@
+Shader "HighlightPlus/Geometry/Outline" {
+Properties {
+ _MainTex ("Texture", Any) = "white" {}
+ _OutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _OutlineWidth ("Outline Offset", Float) = 0.01
+ _OutlineDirection("Outline Direction", Vector) = (0,0,0)
+ _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
+ _Cull ("Cull Mode", Int) = 2
+ _ConstantWidth ("Constant Width", Float) = 1
+ _OutlineZTest("ZTest", Int) = 4
+}
+ SubShader
+ {
+ Tags { "Queue"="Transparent+120" "RenderType"="Transparent" "DisableBatching"="True" }
+
+ Pass
+ {
+ Name "Outline"
+ Stencil {
+ Ref 2
+ Comp NotEqual
+ Pass replace
+ ReadMask 2
+ WriteMask 2
+ }
+
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZWrite On
+ Cull [_Cull]
+ ZTest [_OutlineZTest]
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_instancing
+ #pragma multi_compile_local _ HP_ALPHACLIP
+ #include "UnityCG.cginc"
+ #include "CustomVertexTransform.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ fixed4 _OutlineColor;
+ float _OutlineWidth;
+ float _ConstantWidth;
+ float _OutlineVertexWidth;
+
+ UNITY_INSTANCING_BUFFER_START(Props)
+ UNITY_DEFINE_INSTANCED_PROP(float4, _OutlineDirection)
+ UNITY_INSTANCING_BUFFER_END(Props)
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ v.vertex.xyz += v.normal * _OutlineVertexWidth;
+ o.pos = ComputeVertexPosition(v.vertex);
+ float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
+ float2 offset = TransformViewToProjection(normalize(norm.xy));
+ float z = lerp(UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z), 2.0, UNITY_MATRIX_P[3][3]);
+ z = _ConstantWidth * (z - 2.0) + 2.0;
+
+ float4 outlineDirection = UNITY_ACCESS_INSTANCED_PROP(Props, _OutlineDirection);
+ #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) || defined(SINGLE_PASS_STEREO)
+ outlineDirection.x *= 2.0;
+ #endif
+ o.pos.xy += offset * z * _OutlineWidth + outlineDirection.xy * z;
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ return _OutlineColor;
+ }
+ ENDCG
+ }
+
+ Pass
+ {
+ Name "Outline Clear Stencil"
+ Stencil {
+ Ref 2
+ Comp Always
+ Pass zero
+ }
+
+ ColorMask 0
+ ZWrite Off
+ Cull [_Cull]
+ ZTest Always
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #include "UnityCG.cginc"
+ #include "CustomVertexTransform.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ fixed4 _OutlineColor;
+ float _OutlineWidth;
+ float2 _OutlineDirection;
+ float _ConstantWidth;
+ float _OutlineVertexWidth;
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ v.vertex.xyz += v.normal * _OutlineVertexWidth;
+ o.pos = ComputeVertexPosition(v.vertex);
+ float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
+ float2 offset = TransformViewToProjection(normalize(norm.xy));
+ float z = lerp(UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z), 2.0, UNITY_MATRIX_P[3][3]);
+ z = _ConstantWidth * (z - 2.0) + 2.0;
+ o.pos.xy += offset * z * _OutlineWidth + _OutlineDirection * z;
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ return 0;
+ }
+ ENDCG
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOutline.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOutline.shader.meta
new file mode 100644
index 0000000..c1e26d2
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOutline.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: cbbf740e9c8644e8492d08b1a3fd0203
+timeCreated: 1544699250
+licenseType: Pro
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOverlay.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOverlay.shader
new file mode 100644
index 0000000..6b0ba38
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOverlay.shader
@@ -0,0 +1,126 @@
+锘縎hader "HighlightPlus/Geometry/Overlay" {
+Properties {
+ _MainTex ("Texture", Any) = "white" {}
+ _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
+ _OverlayColor ("Overlay Color", Color) = (1,1,1,1)
+ _OverlayBackColor ("Overlay Back Color", Color) = (1,1,1,1)
+ _OverlayData("Overlay Data", Vector) = (1,0.5,1,1)
+ _OverlayHitPosData("Overlay Hit Pos Data", Vector) = (0,0,0,0)
+ _OverlayTexture("Overlay Texture", 2D) = "white" {}
+ _CutOff("CutOff", Float ) = 0.5
+ _Cull ("Cull Mode", Int) = 2
+}
+ SubShader
+ {
+ Tags { "Queue"="Transparent+121" "RenderType"="Transparent" "DisableBatching"="True" }
+
+ // Overlay
+ Pass
+ {
+ Stencil {
+ Ref 4
+ ReadMask 4
+ Comp NotEqual
+ Pass keep
+ }
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZWrite Off
+ Cull [_Cull]
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_local _ HP_ALPHACLIP
+ #pragma multi_compile_local _ HP_USES_OVERLAY_TEXTURE
+
+ #include "UnityCG.cginc"
+ #include "CustomVertexTransform.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ float3 norm : NORMAL;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ float3 wpos : TEXCOORD1;
+ float3 wnorm : TEXCOORD2;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ fixed4 _OverlayColor;
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+ fixed4 _OverlayBackColor;
+ fixed4 _OverlayData; // x = speed, y = MinIntensity, z = blend, w = texture scale
+ float4 _OverlayHitPosData;
+ float _OverlayHitStartTime;
+ fixed _CutOff;
+ sampler2D _OverlayTexture;
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = ComputeVertexPosition(v.vertex);
+ #if UNITY_REVERSED_Z
+ o.pos.z += 0.0001;
+ #else
+ o.pos.z -= 0.0001;
+ #endif
+ o.wpos = mul(unity_ObjectToWorld, v.vertex).xyz;
+ o.wnorm = UnityObjectToWorldNormal(v.norm);
+ o.uv = TRANSFORM_TEX (v.uv, _MainTex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ fixed4 color = tex2D(_MainTex, i.uv);
+ #if HP_ALPHACLIP
+ clip(color.a - _CutOff);
+ #endif
+ float time = _Time.y % 1000;
+ fixed t = _OverlayData.y + (1.0 - _OverlayData.y) * 2.0 * abs(0.5 - frac(time * _OverlayData.x));
+ fixed4 col = lerp(_OverlayColor, color * _OverlayBackColor * _OverlayColor, _OverlayData.z);
+ col.a *= t;
+
+ if (_OverlayHitPosData.w>0) {
+ float elapsed = _Time.y - _OverlayHitStartTime;
+ float hitDist = distance(i.wpos, _OverlayHitPosData.xyz);
+ float atten = saturate( min(elapsed, _OverlayHitPosData.w) / hitDist );
+ col.a *= atten;
+ }
+
+ #if HP_USES_OVERLAY_TEXTURE
+ half3 triblend = saturate(pow(i.wnorm, 4));
+ triblend /= max(dot(triblend, half3(1,1,1)), 0.0001);
+
+ // triplanar uvs
+ float3 tpos = i.wpos * _OverlayData.w;
+ float2 uvX = tpos.zy;
+ float2 uvY = tpos.xz;
+ float2 uvZ = tpos.xy;
+
+ // albedo textures
+ fixed4 colX = tex2D(_OverlayTexture, uvX);
+ fixed4 colY = tex2D(_OverlayTexture, uvY);
+ fixed4 colZ = tex2D(_OverlayTexture, uvZ);
+ fixed4 tex = colX * triblend.x + colY * triblend.y + colZ * triblend.z;
+ col *= tex;
+ #endif
+
+ return col;
+ }
+ ENDCG
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOverlay.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOverlay.shader.meta
new file mode 100644
index 0000000..5560e90
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOverlay.shader.meta
@@ -0,0 +1,9 @@
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+guid: d17a98d19ada34bb7b4f86130e590159
+timeCreated: 1544699250
+licenseType: Pro
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightPlusDepthClipComp.mat b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightPlusDepthClipComp.mat
new file mode 100644
index 0000000..2822c39
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightPlusDepthClipComp.mat
@@ -0,0 +1,76 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
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+ serializedVersion: 6
+ m_ObjectHideFlags: 0
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+ m_PrefabInternal: {fileID: 0}
+ m_Name: HighlightPlusDepthClipComp
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+ - _GlossyReflections: 1
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+ - _Parallax: 0.02
+ - _SmoothnessTextureChannel: 0
+ - _SpecularHighlights: 1
+ - _SrcBlend: 1
+ - _UVSec: 0
+ - _ZWrite: 1
+ m_Colors:
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diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightPlusDepthClipComp.mat.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightPlusDepthClipComp.mat.meta
new file mode 100644
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--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightPlusDepthClipComp.mat.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightPlusDepthWrite.mat b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightPlusDepthWrite.mat
new file mode 100644
index 0000000..a13e488
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightPlusDepthWrite.mat
@@ -0,0 +1,76 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
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+ serializedVersion: 6
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+ m_Name: HighlightPlusDepthWrite
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+ m_Scale: {x: 1, y: 1}
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+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
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+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
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+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
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+ m_Texture: {fileID: 0}
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+ m_Texture: {fileID: 0}
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new file mode 100644
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diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughBorder.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughBorder.shader
new file mode 100644
index 0000000..3bd1a2d
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughBorder.shader
@@ -0,0 +1,129 @@
+锘縎hader "HighlightPlus/Geometry/SeeThroughBorder" {
+Properties {
+ _MainTex ("Texture", Any) = "white" {}
+ _SeeThroughBorderColor ("Outline Color", Color) = (0,0,0,1)
+ _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
+ _CutOff("CutOff", Float ) = 0.5
+ _SeeThroughBorderWidth ("Outline Offset", Float) = 0.01
+ _SeeThroughBorderConstantWidth ("Constant Width", Float) = 1
+ _SeeThroughStencilRef ("Stencil Ref", Int) = 2
+ _SeeThroughStencilComp ("Stencil Comp", Int) = 5
+ _SeeThroughDepthOffset ("Depth Offset", Float) = 0
+ _SeeThroughMaxDepth("Max Depth", Float) = 0
+ _SeeThroughStencilPassOp ("Stencil Pass Operation", Int) = 0
+ _SeeThroughOrdered("Ordered", Int) = 1
+ _ZTest("ZTest", Int) = 4
+}
+ SubShader
+ {
+ Tags { "Queue"="Transparent+201" "RenderType"="Transparent" "DisableBatching"="True" }
+
+ Pass
+ {
+ Name "See-through border"
+ Stencil {
+ ReadMask 3
+ WriteMask 3
+ Ref [_SeeThroughStencilRef]
+ Comp [_SeeThroughStencilComp]
+ Pass [_SeeThroughStencilPassOp]
+ Fail [_SeeThroughStencilPassOp]
+ }
+
+ ZTest [_ZTest]
+ ZWrite On
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_local _ HP_ALPHACLIP
+ #pragma multi_compile_local _ HP_DEPTH_OFFSET
+
+ #include "UnityCG.cginc"
+ #include "CustomVertexTransform.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ float3 normal : NORMAL;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos: SV_POSITION;
+ float2 uv : TEXCOORD0;
+ #if HP_DEPTH_OFFSET
+ float4 scrPos : TEXCOORD1;
+ float depth : TEXCOORD2;
+ #endif
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+ fixed4 _SeeThroughBorderColor;
+ fixed _CutOff;
+ float _SeeThroughDepthOffset;
+ float _SeeThroughMaxDepth;
+ int _SeeThroughOrdered;
+ float _SeeThroughBorderWidth;
+ float _SeeThroughBorderConstantWidth;
+
+ UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = ComputeVertexPosition(v.vertex);
+ #if HP_DEPTH_OFFSET
+ o.scrPos = ComputeScreenPos(o.pos);
+ COMPUTE_EYEDEPTH(o.depth);
+ #endif
+
+ float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
+ float2 offset = any(norm.xy)!=0 ? TransformViewToProjection(normalize(norm.xy)) : 0.0.xx;
+ float z = lerp(UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z), 2.0, UNITY_MATRIX_P[3][3]);
+ z = _SeeThroughBorderConstantWidth * (z - 2.0) + 2.0;
+ o.pos.xy += offset * z * _SeeThroughBorderWidth;
+
+ #if UNITY_REVERSED_Z
+ o.pos.z -= 0.0001;
+ o.pos.z = _SeeThroughOrdered ? o.pos.w - (o.pos.w - o.pos.z) * 0.001 : o.pos.z;
+ #else
+ o.pos.z += 0.0001;
+ o.pos.z = _SeeThroughOrdered ? -o.pos.w + ( o.pos.z + o.pos.w ) * 0.001 : o.pos.z;
+ #endif
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ return o;
+ }
+
+ float GetEyeDepth(float rawDepth) {
+ float persp = LinearEyeDepth(rawDepth);
+ float ortho = (_ProjectionParams.z-_ProjectionParams.y)*(1-rawDepth)+_ProjectionParams.y;
+ return lerp(persp,ortho,unity_OrthoParams.w);
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ #if HP_DEPTH_OFFSET
+ float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.scrPos.xy / i.scrPos.w);
+ float sceneDepth = GetEyeDepth(sceneZ);
+ if (i.depth - sceneDepth - _SeeThroughDepthOffset < 0 || i.depth - sceneDepth > _SeeThroughMaxDepth) discard;
+ #endif
+ #if HP_ALPHACLIP
+ fixed4 col = tex2D(_MainTex, i.uv);
+ clip(col.a - _CutOff);
+ #endif
+ return _SeeThroughBorderColor;
+ }
+ ENDCG
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughBorder.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughBorder.shader.meta
new file mode 100644
index 0000000..3009623
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughBorder.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 47198bbf0b2a44882aceef6af17a467d
+timeCreated: 1544699250
+licenseType: Pro
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughInner.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughInner.shader
new file mode 100644
index 0000000..fb496ae
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughInner.shader
@@ -0,0 +1,129 @@
+锘縎hader "HighlightPlus/Geometry/SeeThroughInner" {
+Properties {
+ _MainTex ("Texture", Any) = "white" {}
+ _SeeThrough ("See Through", Range(0,1)) = 0.8
+ _SeeThroughTintColor ("See Through Tint Color", Color) = (1,0,0,0.8)
+ _SeeThroughNoise("Noise", Float) = 1
+ _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
+ _CutOff("CutOff", Float ) = 0.5
+ _SeeThroughStencilRef ("Stencil Ref", Int) = 2
+ _SeeThroughStencilComp ("Stencil Comp", Int) = 5
+ _SeeThroughStencilPassOp ("Stencil Pass Operation", Int) = 0
+ _SeeThroughDepthOffset ("Depth Offset", Float) = 0
+ _SeeThroughMaxDepth("Max Depth", Float) = 0
+ _SeeThroughOrdered("Ordered", Int) = 1
+ _ZTest("ZTest", Int) = 4
+}
+ SubShader
+ {
+ Tags { "Queue"="Transparent+201" "RenderType"="Transparent" "DisableBatching"="True" }
+
+ // See through effect
+ Pass
+ {
+ Name "See-through"
+ Stencil {
+ ReadMask 3
+ WriteMask 3
+ Ref [_SeeThroughStencilRef]
+ Comp [_SeeThroughStencilComp]
+ Pass [_SeeThroughStencilPassOp]
+ Fail [_SeeThroughStencilPassOp]
+ }
+
+ ZTest [_ZTest]
+ ZWrite On // Needs to be on so see-through border do not overlap
+// Cull Off
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_local _ HP_ALPHACLIP
+ #pragma multi_compile_local _ HP_DEPTH_OFFSET
+ #pragma multi_compile_local _ HP_SEETHROUGH_ONLY_BORDER
+
+ #include "UnityCG.cginc"
+ #include "CustomVertexTransform.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos: SV_POSITION;
+ float2 uv : TEXCOORD0;
+ #if HP_DEPTH_OFFSET
+ float4 scrPos : TEXCOORD1;
+ float depth : TEXCOORD2;
+ #endif
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+ fixed _SeeThrough;
+ fixed4 _SeeThroughTintColor;
+ fixed _CutOff;
+ fixed _SeeThroughNoise;
+ float _SeeThroughDepthOffset;
+ float _SeeThroughMaxDepth;
+ int _SeeThroughOrdered;
+ UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = ComputeVertexPosition(v.vertex);
+ #if HP_DEPTH_OFFSET
+ o.scrPos = ComputeScreenPos(o.pos);
+ COMPUTE_EYEDEPTH(o.depth);
+ #endif
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ return o;
+ }
+
+ float GetEyeDepth(float rawDepth) {
+ float persp = LinearEyeDepth(rawDepth);
+ float ortho = (_ProjectionParams.z-_ProjectionParams.y)*(1-rawDepth)+_ProjectionParams.y;
+ return lerp(persp,ortho,unity_OrthoParams.w);
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ #if HP_SEETHROUGH_ONLY_BORDER
+ return 0;
+ #else
+
+ #if HP_DEPTH_OFFSET
+ float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.scrPos.xy / i.scrPos.w);
+ float sceneDepth = GetEyeDepth(sceneZ);
+ if (i.depth - sceneDepth - _SeeThroughDepthOffset < 0 || i.depth - sceneDepth > _SeeThroughMaxDepth) discard;
+ #endif
+ fixed4 col = tex2D(_MainTex, i.uv);
+ #if HP_ALPHACLIP
+ clip(col.a - _CutOff);
+ #endif
+ col.rgb = lerp(col.rgb, _SeeThroughTintColor.rgb, _SeeThroughTintColor.a);
+ float scry = i.pos.y;
+ float time = _Time.w % 1.0;
+ col.rgb += _SeeThroughNoise *(frac( scry * time ) * 0.1);
+ col.a = _SeeThrough;
+ col.a = lerp(col.a, col.a * ( (scry % 2) - 1.0 ), _SeeThroughNoise);
+ return col;
+
+ #endif // HP_ONLY_BORDER
+ }
+ ENDCG
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughInner.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughInner.shader.meta
new file mode 100644
index 0000000..01f6f33
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughInner.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: f5e95a6a4248649f7ac2ac6127ca0dd1
+timeCreated: 1544699250
+licenseType: Pro
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughMask.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughMask.shader
new file mode 100644
index 0000000..ea0166b
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughMask.shader
@@ -0,0 +1,61 @@
+Shader "HighlightPlus/Geometry/SeeThroughMask" {
+Properties {
+ _MainTex ("Texture", Any) = "white" {}
+ _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
+}
+ SubShader
+ {
+ Tags { "Queue"="Transparent+201" "RenderType"="Transparent" "DisableBatching"="True" }
+
+ // See through effect
+ Pass
+ {
+ Stencil {
+ WriteMask 3
+ Ref 1
+ Comp always
+ Pass replace
+ }
+
+ ZTest Always
+ ZWrite Off
+ ColorMask 0
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+ #include "CustomVertexTransform.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos: SV_POSITION;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = ComputeVertexPosition(v.vertex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ return 0;
+ }
+ ENDCG
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughMask.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughMask.shader.meta
new file mode 100644
index 0000000..b9b1fec
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSeeThroughMask.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 05afe1e2da9484c1f9317f48d5edb58c
+timeCreated: 1544699251
+licenseType: Pro
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSolidColor.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSolidColor.shader
new file mode 100644
index 0000000..b50cb44
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSolidColor.shader
@@ -0,0 +1,101 @@
+Shader "HighlightPlus/Geometry/SolidColor" {
+Properties {
+ _MainTex ("Texture", Any) = "white" {}
+ _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
+ _CutOff("CutOff", Float ) = 0.5
+ _Cull ("Cull Mode", Int) = 2
+ _ZTest("ZTest", Int) = 4
+}
+ SubShader
+ {
+ Tags { "Queue"="Transparent+100" "RenderType"="Transparent" }
+
+ // Compose effect on camera target
+ Pass
+ {
+ ZWrite Off
+ Cull [_Cull]
+ ZTest [_ZTest]
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_local _ HP_ALPHACLIP
+ #pragma multi_compile_local _ HP_DEPTHCLIP
+
+ #include "UnityCG.cginc"
+ #include "CustomVertexTransform.cginc"
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+ fixed _CutOff;
+ fixed4 _Color;
+ UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos: SV_POSITION;
+ float2 uv : TEXCOORD0;
+ #if HP_DEPTHCLIP
+ float4 scrPos : TEXCOORD1;
+ float depth : TEXCOORD2;
+ #endif
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = ComputeVertexPosition(v.vertex);
+ o.uv = TRANSFORM_TEX (v.uv, _MainTex);
+ #if HP_DEPTHCLIP
+ o.scrPos = ComputeScreenPos(o.pos);
+ COMPUTE_EYEDEPTH(o.depth);
+ #endif
+ #if UNITY_REVERSED_Z
+ o.pos.z += 0.0001;
+ #else
+ o.pos.z -= 0.0001;
+ #endif
+ return o;
+ }
+
+ float GetEyeDepth(float rawDepth) {
+ float persp = LinearEyeDepth(rawDepth);
+ float ortho = (_ProjectionParams.z-_ProjectionParams.y)*(1-rawDepth)+_ProjectionParams.y;
+ return lerp(persp,ortho,unity_OrthoParams.w);
+ }
+
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(i);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
+ #if HP_ALPHACLIP
+ fixed4 col = tex2D(_MainTex, i.uv);
+ clip(col.a - _CutOff);
+ #endif
+ #if HP_DEPTHCLIP
+ float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(i.scrPos.xy / i.scrPos.w));
+ float sceneDepth = GetEyeDepth(sceneZ);
+ clip(sceneDepth - i.depth * 0.999);
+ #endif
+ return fixed4(1.0, 1.0, 1.0, 1.0);
+ }
+ ENDCG
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSolidColor.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSolidColor.shader.meta
new file mode 100644
index 0000000..9afd1bb
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightSolidColor.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 77643996218224478a471439e0ea5fb4
+timeCreated: 1544699251
+licenseType: Pro
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightTarget.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightTarget.shader
new file mode 100644
index 0000000..e5b6b31
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightTarget.shader
@@ -0,0 +1,166 @@
+Shader "HighlightPlus/Geometry/Target" {
+Properties {
+ _MainTex ("Texture", 2D) = "white" {}
+ _Color ("Color", Color) = (1,1,1,1)
+ _ZTest ("ZTest", Int) = 0
+}
+
+ SubShader
+ {
+ Tags { "RenderType" = "Transparent" "Queue" = "Transparent-1" "DisableBatching" = "True" }
+
+ // Target FX decal
+ Pass
+ {
+ Stencil {
+ Ref 2
+ Comp NotEqual
+ ReadMask 2
+ }
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZWrite Off
+ ZTest [_ZTest]
+ Cull Off
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 3.0
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 positionOS : POSITION;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 positionCS : SV_POSITION;
+ float4 screenPos : TEXCOORD0;
+ float4 rayVS : TEXCOORD1;
+ float3 camPosVS : TEXCOORD2;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+ half4 _Color;
+ float4 _TargetFXRenderData;
+ UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
+
+ #define GROUND_NORMAL _TargetFXRenderData.xyz
+ #define FADE_POWER _TargetFXRenderData.w
+
+ #define UNITY_MATRIX_I_M unity_WorldToObject
+
+ v2f vert(appdata input)
+ {
+ v2f o;
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.positionCS = UnityObjectToClipPos(input.positionOS);
+ o.screenPos = ComputeScreenPos(o.positionCS);
+
+ float3 viewRay = UnityObjectToViewPos(input.positionOS);
+ o.rayVS.w = viewRay.z;
+ float4x4 viewToObject = mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V);
+ o.rayVS.xyz = mul((float3x3)viewToObject, -viewRay);
+ o.camPosVS = mul(viewToObject, float4(0,0,0,1)).xyz;
+ return o;
+ }
+
+
+
+ half4 frag(v2f i) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(i);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
+ float depth = UNITY_SAMPLE_DEPTH(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthTexture, i.screenPos.xy / i.screenPos.w));
+ float3 decalPos;
+ if(unity_OrthoParams.w) {
+ #if defined(UNITY_REVERSED_Z)
+ depth = 1.0 - depth;
+ #endif
+ float sceneDepthVS = lerp(_ProjectionParams.y, _ProjectionParams.z, depth);
+ float2 rayVSEnd = float2(unity_OrthoParams.xy * (i.screenPos.xy - 0.5) * 2.0);
+ float4 posVS = float4(rayVSEnd, -sceneDepthVS, 1);
+ float3 wpos = mul(UNITY_MATRIX_I_V, posVS).xyz;
+ decalPos = mul(UNITY_MATRIX_I_M, float4(wpos, 1)).xyz;
+ } else {
+ float depthEye = LinearEyeDepth(depth);
+ decalPos = i.camPosVS + (i.rayVS.xyz / i.rayVS.w) * depthEye;
+ }
+ clip(0.5 - abs(decalPos));
+
+ // check normal
+ float3 normal = normalize(cross(ddx(decalPos), -ddy(decalPos)));
+ float slope = dot(normal, GROUND_NORMAL);
+ clip(slope - 0.01);
+
+ float2 uv = decalPos.xz + 0.5;
+ half4 col = tex2D(_MainTex, uv);
+ col *= _Color;
+
+ // atten with elevation
+ col.a /= 1.0 + pow(1.0 + max(0, decalPos.y - 0.1), FADE_POWER);
+
+ return col;
+ }
+ ENDCG
+ }
+
+
+ // Regular target fx
+ Pass
+ {
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZWrite Off
+ ZTest [_ZTest]
+ Cull Off
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ sampler2D _MainTex;
+ fixed4 _Color;
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = UnityObjectToClipPos(v.vertex);
+ o.uv = v.uv;
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ return tex2D(_MainTex, i.uv) * _Color;
+ }
+ ENDCG
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightTarget.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightTarget.shader.meta
new file mode 100644
index 0000000..2d63221
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightTarget.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 54328cae8f89d442da972097ce4f23d9
+timeCreated: 1544699250
+licenseType: Pro
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightUIMask.mat b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightUIMask.mat
new file mode 100644
index 0000000..22c9c22
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightUIMask.mat
@@ -0,0 +1,84 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
+Material:
+ serializedVersion: 6
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: HighlightUIMask
+ m_Shader: {fileID: 4800000, guid: f65ebd3db9df34222b24b0b7b2b752b2, type: 3}
+ m_ShaderKeywords:
+ m_LightmapFlags: 4
+ m_EnableInstancingVariants: 0
+ m_DoubleSidedGI: 0
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
+ disabledShaderPasses: []
+ m_SavedProperties:
+ serializedVersion: 3
+ m_TexEnvs:
+ - _BumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DetailAlbedoMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DetailMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DetailNormalMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _EmissionMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MetallicGlossMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OcclusionMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ParallaxMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ m_Floats:
+ - _BumpScale: 1
+ - _ColorMask: 15
+ - _CutOff: 0.5
+ - _Cutoff: 0.5
+ - _DetailNormalMapScale: 1
+ - _DstBlend: 0
+ - _GlossMapScale: 1
+ - _Glossiness: 0.5
+ - _GlossyReflections: 1
+ - _Metallic: 0
+ - _Mode: 0
+ - _OcclusionStrength: 1
+ - _Parallax: 0.02
+ - _SmoothnessTextureChannel: 0
+ - _SpecularHighlights: 1
+ - _SrcBlend: 1
+ - _Stencil: 0
+ - _StencilComp: 8
+ - _StencilOp: 0
+ - _StencilReadMask: 255
+ - _StencilWriteMask: 255
+ - _UVSec: 0
+ - _ZWrite: 1
+ m_Colors:
+ - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightUIMask.mat.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightUIMask.mat.meta
new file mode 100644
index 0000000..443f0fa
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightUIMask.mat.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 7e86e0b9dab6441b2a8c2787c90d22aa
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 2100000
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightUIMask.shader b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightUIMask.shader
new file mode 100644
index 0000000..108714d
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightUIMask.shader
@@ -0,0 +1,77 @@
+Shader "HighlightPlus/UI/Mask" {
+Properties {
+ _MainTex ("Texture", Any) = "white" {}
+ _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
+ _CutOff("CutOff", Float ) = 0.5
+ _StencilComp("Stencil Comparison", Float) = 8
+ _Stencil("Stencil ID", Float) = 0
+ _StencilOp("Stencil Operation", Float) = 0
+ _StencilWriteMask("Stencil Write Mask", Float) = 255
+ _StencilReadMask("Stencil Read Mask", Float) = 255
+ _ColorMask("Color Mask", Float) = 15
+}
+ SubShader
+ {
+ Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector" = "True" }
+
+ // Create mask
+ Pass
+ {
+ Stencil {
+ Ref 6
+ Comp always
+ Pass replace
+ ReadMask 6
+ WriteMask 6
+ }
+ ColorMask 0
+ ZWrite Off
+ Cull Off
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #include "UnityCG.cginc"
+ #include "CustomVertexTransform.cginc"
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+ float4 _MainTex_TexelSize;
+ fixed _CutOff;
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos: SV_POSITION;
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = ComputeVertexPosition(v.vertex);
+ o.uv = TRANSFORM_TEX (v.uv, _MainTex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ fixed4 col = tex2D(_MainTex, i.uv);
+ clip(col.a - _CutOff);
+ return 0;
+ }
+ ENDCG
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/HighlightUIMask.shader.meta b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightUIMask.shader.meta
new file mode 100644
index 0000000..b546bf7
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/HighlightUIMask.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: f65ebd3db9df34222b24b0b7b2b752b2
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/target.png b/Assets/HighlightPlus/Resources/HighlightPlus/target.png
new file mode 100644
index 0000000..f9fadf8
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diff --git a/Assets/HighlightPlus/Resources/HighlightPlus/target.png.meta b/Assets/HighlightPlus/Resources/HighlightPlus/target.png.meta
new file mode 100644
index 0000000..43c03a4
--- /dev/null
+++ b/Assets/HighlightPlus/Resources/HighlightPlus/target.png.meta
@@ -0,0 +1,100 @@
+fileFormatVersion: 2
+guid: 1de3c566a6c8c405b9f6f453137273ec
+timeCreated: 1555360741
+licenseType: Pro
+TextureImporter:
+ fileIDToRecycleName: {}
+ serializedVersion: 4
+ mipmaps:
+ mipMapMode: 0
+ enableMipMap: 0
+ sRGBTexture: 1
+ linearTexture: 0
+ fadeOut: 0
+ borderMipMap: 0
+ mipMapFadeDistanceStart: 1
+ mipMapFadeDistanceEnd: 3
+ bumpmap:
+ convertToNormalMap: 0
+ externalNormalMap: 0
+ heightScale: 0.25
+ normalMapFilter: 0
+ isReadable: 0
+ grayScaleToAlpha: 0
+ generateCubemap: 6
+ cubemapConvolution: 0
+ seamlessCubemap: 0
+ textureFormat: 1
+ maxTextureSize: 2048
+ textureSettings:
+ filterMode: -1
+ aniso: -1
+ mipBias: -1
+ wrapMode: -1
+ nPOTScale: 1
+ lightmap: 0
+ compressionQuality: 50
+ spriteMode: 0
+ spriteExtrude: 1
+ spriteMeshType: 1
+ alignment: 0
+ spritePivot: {x: 0.5, y: 0.5}
+ spriteBorder: {x: 0, y: 0, z: 0, w: 0}
+ spritePixelsToUnits: 100
+ alphaUsage: 1
+ alphaIsTransparency: 1
+ spriteTessellationDetail: -1
+ textureType: 0
+ textureShape: 1
+ maxTextureSizeSet: 0
+ compressionQualitySet: 0
+ textureFormatSet: 0
+ platformSettings:
+ - buildTarget: DefaultTexturePlatform
+ maxTextureSize: 2048
+ textureFormat: -1
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 0
+ - buildTarget: Standalone
+ maxTextureSize: 2048
+ textureFormat: -1
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 0
+ - buildTarget: iPhone
+ maxTextureSize: 2048
+ textureFormat: -1
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 0
+ - buildTarget: Android
+ maxTextureSize: 2048
+ textureFormat: -1
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 0
+ - buildTarget: WebGL
+ maxTextureSize: 2048
+ textureFormat: -1
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 0
+ spriteSheet:
+ serializedVersion: 2
+ sprites: []
+ outline: []
+ spritePackingTag:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Scripts.meta b/Assets/HighlightPlus/Scripts.meta
new file mode 100644
index 0000000..3294e59
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 89ce39cd6bb34454bbaf48f1d111f236
+folderAsset: yes
+timeCreated: 1542876305
+licenseType: Pro
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Scripts/HighlightEffect.cs b/Assets/HighlightPlus/Scripts/HighlightEffect.cs
new file mode 100644
index 0000000..990c077
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/HighlightEffect.cs
@@ -0,0 +1,2665 @@
+///
+/// Highlight Plus - (c) 2018-2021 Kronnect Technologies SL
+///
+
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Rendering;
+
+namespace HighlightPlus {
+
+ public delegate bool OnObjectHighlightEvent(GameObject obj);
+ public delegate bool OnRendererHighlightEvent(Renderer renderer);
+
+ ///
+ /// Triggers when target effect animation occurs
+ ///
+ /// A value from 0 to 1 that represent the animation time from start to end, based on target duration and start time
+ public delegate void OnTargetAnimatesEvent(ref Vector3 center, ref Quaternion rotation, ref Vector3 scale, float t);
+
+ public enum NormalsOption {
+ Smooth = 0,
+ PreserveOriginal = 1,
+ Reorient = 2,
+ Planar = 3
+ }
+
+ public enum SeeThroughMode {
+ WhenHighlighted = 0,
+ AlwaysWhenOccluded = 1,
+ Never = 2
+ }
+
+ public enum QualityLevel {
+ Fastest = 0,
+ High = 1,
+ Highest = 2,
+ Medium = 3
+ }
+
+ public static class QualityLevelExtensions {
+ public static bool UsesMultipleOffsets(this QualityLevel qualityLevel) {
+ return qualityLevel == QualityLevel.Medium || qualityLevel == QualityLevel.High;
+ }
+ }
+
+ public enum TargetOptions {
+ Children,
+ OnlyThisObject,
+ RootToChildren,
+ LayerInScene,
+ LayerInChildren,
+ Scripting
+ }
+
+ public enum Visibility {
+ Normal,
+ AlwaysOnTop,
+ OnlyWhenOccluded
+ }
+
+ public enum GlowBlendMode {
+ Additive,
+ AlphaBlending
+ }
+
+ [Serializable]
+ public struct GlowPassData {
+ public float offset;
+ public float alpha;
+ public Color color;
+ }
+
+ [ExecuteInEditMode]
+ [HelpURL("https://www.dropbox.com/s/v9qgn68ydblqz8x/Documentation.pdf?dl=0")]
+ public partial class HighlightEffect : MonoBehaviour {
+
+ ///
+ /// Gets or sets the current profile. To load a profile and apply its settings at runtime, please use ProfileLoad() method.
+ ///
+ [Tooltip("The current profile (optional). A profile let you store Highlight Plus settings and apply those settings easily to many objects. You can also load a profile and apply its settings at runtime, using the ProfileLoad() method of the Highlight Effect component.")]
+ public HighlightProfile profile;
+
+ ///
+ /// Sets if changes to the original profile should propagate to this effect.
+ ///
+ [Tooltip("If enabled, settings from the profile will be applied to this component automatically when game starts or when any profile setting is updated.")]
+ public bool profileSync;
+
+ ///
+ /// Makes the effects visible in the SceneView.
+ ///
+ [Tooltip("If enabled, effects will be visible also when not in Play mode.")]
+ public bool previewInEditor = true;
+
+ ///
+ /// Which cameras can render the effects
+ ///
+ [Tooltip("Which cameras can render the effect.")]
+ public LayerMask camerasLayerMask = -1;
+
+ ///
+ /// Specifies which objects are affected by this effect.
+ ///
+ [Tooltip("Different options to specify which objects are affected by this Highlight Effect component.")]
+ public TargetOptions effectGroup = TargetOptions.Children;
+
+ ///
+ /// The layer that contains the affected objects by this effect when effectGroup is set to LayerMask.
+ ///
+ [Tooltip("The layer that contains the affected objects by this effect when effectGroup is set to LayerMask.")]
+ public LayerMask effectGroupLayer = -1;
+
+ ///
+ /// Optional object name filter
+ ///
+ [Tooltip("Only include objects whose names contains this text.")]
+ public string effectNameFilter;
+
+ ///
+ /// Combine objects into a single mesh
+ ///
+ [Tooltip("Combine meshes of all objects in this group affected by Highlight Effect reducing draw calls.")]
+ public bool combineMeshes;
+
+ ///
+ /// The alpha threshold for transparent cutout objects. Pixels with alpha below this value will be discarded.
+ ///
+ [Tooltip("The alpha threshold for transparent cutout objects. Pixels with alpha below this value will be discarded.")]
+ [Range(0, 1)]
+ public float alphaCutOff;
+
+ ///
+ /// If back facing triangles are ignored. Backfaces triangles are not visible but you may set this property to false to force highlight effects to act on those triangles as well.
+ ///
+ [Tooltip("If back facing triangles are ignored.Backfaces triangles are not visible but you may set this property to false to force highlight effects to act on those triangles as well.")]
+ public bool cullBackFaces = true;
+
+ ///
+ /// Show highlight effects even if the object is currently not visible. This option is useful if the affected objects are rendered using GPU instancing tools which render directly to the GPU without creating real game object geometry in CPU.
+ ///
+ [Tooltip("Show highlight effects even if the object is not visible. If this object or its children use GPU Instancing tools, the MeshRenderer can be disabled although the object is visible. In this case, this option is useful to enable highlighting.")]
+ public bool ignoreObjectVisibility;
+
+ ///
+ /// Enable to support reflection probes
+ ///
+ [Tooltip("Support reflection probes. Enable only if you want the effects to be visible in reflections.")]
+ public bool reflectionProbes;
+
+ ///
+ /// Enable to support reflection probes
+ ///
+ [Tooltip("Enables GPU instancing. Reduces draw calls in outline and outer glow effects on platforms that support GPU instancing. Should be enabled by default.")]
+ public bool GPUInstancing = true;
+
+ ///
+ /// Enabled depth buffer flip in HQ
+ ///
+ [Tooltip("Enables depth buffer clipping. Only applies to outline or outer glow in High Quality mode.")]
+ public bool depthClip;
+
+ [Tooltip("Fades out effects based on distance to camera")]
+ public bool cameraDistanceFade;
+
+ [Tooltip("The closest distance particles can get to the camera before they fade from the camera鈥檚 view.")]
+ public float cameraDistanceFadeNear;
+
+ [Tooltip("The farthest distance particles can get away from the camera before they fade from the camera鈥檚 view.")]
+ public float cameraDistanceFadeFar = 1000;
+
+ [Tooltip("Normals handling option:\nPreserve original: use original mesh normals.\nSmooth: average normals to produce a smoother outline/glow mesh based effect.\nReorient: recomputes normals based on vertex direction to centroid.\nPlanar: same than reorient but renders outline and glow in an optimized way for 2D or planar meshes like quads or planes.")]
+ public NormalsOption normalsOption;
+
+ ///
+ /// Ignores highlight effects on this object.
+ ///
+ [Tooltip("Ignore highlighting on this object.")]
+ public bool ignore;
+
+ [SerializeField]
+ bool _highlighted;
+
+ public bool highlighted { get { return _highlighted; } set { SetHighlighted(value); } }
+
+ public float fadeInDuration;
+ public float fadeOutDuration;
+ public bool flipY;
+
+ [Tooltip("Keeps the outline/glow size unaffected by object distance.")]
+ public bool constantWidth = true;
+
+ [Tooltip("Mask to include or exclude certain submeshes. By default, all submeshes are included.")]
+ public int subMeshMask = -1;
+
+ [Range(0, 1)]
+ [Tooltip("Intensity of the overlay effect. A value of 0 disables the overlay completely.")]
+ public float overlay;
+ [ColorUsage(true, true)] public Color overlayColor = Color.yellow;
+ public float overlayAnimationSpeed = 1f;
+ [Range(0, 1)]
+ public float overlayMinIntensity = 0.5f;
+ [Range(0, 1)]
+ [Tooltip("Controls the blending or mix of the overlay color with the natural colors of the object.")]
+ public float overlayBlending = 1.0f;
+ [Tooltip("Optional overlay texture.")]
+ public Texture2D overlayTexture;
+ public float overlayTextureScale = 1f;
+
+ [Range(0, 1)]
+ [Tooltip("Intensity of the outline. A value of 0 disables the outline completely.")]
+ public float outline = 1f;
+ [ColorUsage(true, true)] public Color outlineColor = Color.black;
+ public float outlineWidth = 0.45f;
+ public QualityLevel outlineQuality = QualityLevel.Medium;
+ [Range(1, 8)]
+ [Tooltip("Reduces the quality of the outline but improves performance a bit.")]
+ public int outlineDownsampling = 2;
+ public Visibility outlineVisibility = Visibility.Normal;
+ public GlowBlendMode glowBlendMode = GlowBlendMode.Additive;
+ public bool outlineOptimalBlit = true;
+ public bool outlineBlitDebug;
+ [Tooltip("If enabled, this object won't combine the outline with other objects.")]
+ public bool outlineIndependent;
+
+ [Range(0, 5)]
+ [Tooltip("The intensity of the outer glow effect. A value of 0 disables the glow completely.")]
+ public float glow;
+ public float glowWidth = 0.4f;
+ public QualityLevel glowQuality = QualityLevel.Medium;
+ [Range(1, 8)]
+ [Tooltip("Reduces the quality of the glow but improves performance a bit.")]
+ public int glowDownsampling = 2;
+ [ColorUsage(true, true)] public Color glowHQColor = new Color(0.64f, 1f, 0f, 1f);
+ [Tooltip("When enabled, outer glow renders with dithering. When disabled, glow appears as a solid color.")]
+ public bool glowDithering = true;
+ [Tooltip("Seed for the dithering effect")]
+ public float glowMagicNumber1 = 0.75f;
+ [Tooltip("Another seed for the dithering effect that combines with first seed to create different patterns")]
+ public float glowMagicNumber2 = 0.5f;
+ public float glowAnimationSpeed = 1f;
+ public Visibility glowVisibility = Visibility.Normal;
+ [Tooltip("Performs a blit to screen only over the affected area, instead of a full-screen pass")]
+ public bool glowOptimalBlit = true;
+ public bool glowBlitDebug;
+ [Tooltip("Blends glow passes one after another. If this option is disabled, glow passes won't overlap (in this case, make sure the glow pass 1 has a smaller offset than pass 2, etc.)")]
+ public bool glowBlendPasses = true;
+#if UNITY_2020_2_OR_NEWER
+ [NonReorderable]
+#endif
+ public GlowPassData[] glowPasses;
+ [Tooltip("If enabled, glow effect will not use a stencil mask. This can be used to render the glow effect alone.")]
+ public bool glowIgnoreMask;
+
+ [Range(0, 5f)]
+ [Tooltip("The intensity of the inner glow effect. A value of 0 disables the glow completely.")]
+ public float innerGlow;
+ [Range(0, 2)]
+ public float innerGlowWidth = 1f;
+ [ColorUsage(true, true)] public Color innerGlowColor = Color.white;
+ public Visibility innerGlowVisibility = Visibility.Normal;
+
+ [Tooltip("Enables the targetFX effect. This effect draws an animated sprite over the object.")]
+ public bool targetFX;
+ public Texture2D targetFXTexture;
+ [ColorUsage(true, true)] public Color targetFXColor = Color.white;
+ public Transform targetFXCenter;
+ public float targetFXRotationSpeed = 50f;
+ public float targetFXInitialScale = 4f;
+ public float targetFXEndScale = 1.5f;
+ [Tooltip("Makes target scale relative to object renderer bounds")]
+ public bool targetFXScaleToRenderBounds = true;
+ [Tooltip("Places target FX sprite at the bottom of the highlighted object.")]
+ public bool targetFXAlignToGround;
+ [Tooltip("Fade out effect with altitude")]
+ public float targetFXFadePower = 32;
+ public float targetFXGroundMaxDistance = 10f;
+ public LayerMask targetFXGroundLayerMask = -1;
+ public float targetFXTransitionDuration = 0.5f;
+ [Tooltip("The duration of the effect. A value of 0 will keep the target sprite on screen while object is highlighted.")]
+ public float targetFXStayDuration = 1.5f;
+ public Visibility targetFXVisibility = Visibility.AlwaysOnTop;
+
+ public event OnObjectHighlightEvent OnObjectHighlightStart;
+ public event OnObjectHighlightEvent OnObjectHighlightEnd;
+ public event OnRendererHighlightEvent OnRendererHighlightStart;
+ public event OnTargetAnimatesEvent OnTargetAnimates;
+
+ [Tooltip("See-through mode for this Highlight Effect component.")]
+ public SeeThroughMode seeThrough = SeeThroughMode.Never;
+ [Tooltip("This mask setting let you specify which objects will be considered as occluders and cause the see-through effect for this Highlight Effect component. For example, you assign your walls to a different layer and specify that layer here, so only walls and not other objects, like ground or ceiling, will trigger the see-through effect.")]
+ public LayerMask seeThroughOccluderMask = -1;
+ [Tooltip("A multiplier for the occluder volume size which can be used to reduce the actual size of occluders when Highlight Effect checks if they're occluding this object.")]
+ [Range(0.01f, 0.6f)] public float seeThroughOccluderThreshold = 0.3f;
+ [Tooltip("Uses stencil buffers to ensure pixel-accurate occlusion test. If this option is disabled, only physics raycasting is used to test for occlusion.")]
+ public bool seeThroughOccluderMaskAccurate;
+ [Tooltip("The interval of time between occlusion tests.")]
+ public float seeThroughOccluderCheckInterval = 1f;
+ [Tooltip("If enabled, occlusion test is performed for each children element. If disabled, the bounds of all children is combined and a single occlusion test is performed for the combined bounds.")]
+ public bool seeThroughOccluderCheckIndividualObjects;
+ [Tooltip("Shows the see-through effect only if the occluder if at this 'offset' distance from the object.")]
+ public float seeThroughDepthOffset;
+ [Tooltip("Hides the see-through effect if the occluder is further than this distance from the object (0 = infinite)")]
+ public float seeThroughMaxDepth;
+ [Range(0, 5f)] public float seeThroughIntensity = 0.8f;
+ [Range(0, 1)] public float seeThroughTintAlpha = 0.5f;
+ [ColorUsage(true, true)] public Color seeThroughTintColor = Color.red;
+ [Range(0, 1)] public float seeThroughNoise = 1f;
+ [Range(0, 1)] public float seeThroughBorder;
+ public Color seeThroughBorderColor = Color.black;
+ [Tooltip("Only display the border instead of the full see-through effect.")]
+ public bool seeThroughBorderOnly;
+ public float seeThroughBorderWidth = 0.45f;
+ [Tooltip("Renders see-through effect on overlapping objects in a sequence that's relative to the distance to the camera")]
+ public bool seeThroughOrdered;
+
+ struct ModelMaterials {
+ public bool render; // if this object can render this frame
+ public Transform transform;
+ public bool bakedTransform;
+ public Vector3 currentPosition, currentRotation, currentScale;
+ public bool renderWasVisibleDuringSetup;
+ public Mesh mesh, originalMesh;
+ public Renderer renderer;
+ public bool isSkinnedMesh;
+ public NormalsOption normalsOption;
+ public Material[] fxMatMask, fxMatSolidColor, fxMatSeeThroughInner, fxMatSeeThroughBorder, fxMatOverlay, fxMatInnerGlow;
+ public Matrix4x4 renderingMatrix;
+ public bool isCombined;
+ public bool preserveOriginalMesh { get { return !isCombined && normalsOption == NormalsOption.PreserveOriginal; } }
+
+ public void Init() {
+ render = false;
+ transform = null;
+ bakedTransform = false;
+ currentPosition = currentRotation = currentScale = Vector3.zero;
+ mesh = originalMesh = null;
+ renderer = null;
+ isSkinnedMesh = false;
+ normalsOption = NormalsOption.Smooth;
+ isCombined = false;
+ }
+ }
+
+ enum FadingState {
+ FadingOut = -1,
+ NoFading = 0,
+ FadingIn = 1
+ }
+
+ [SerializeField, HideInInspector]
+ ModelMaterials[] rms;
+ [SerializeField, HideInInspector]
+ int rmsCount;
+
+ ///
+ /// Number of objects affected by this highlight effect script
+ ///
+ public int includedObjectsCount => rmsCount;
+
+#if UNITY_EDITOR
+ ///
+ /// True if there's some static children
+ ///
+ [NonSerialized]
+ public bool staticChildren;
+
+#endif
+
+ [NonSerialized]
+ public Transform target;
+
+ ///
+ /// Time in which the highlight started
+ ///
+ [NonSerialized]
+ public float highlightStartTime;
+
+ ///
+ /// Time in which the target fx started
+ ///
+ [NonSerialized]
+ public float targetFxStartTime;
+
+ ///
+ /// True if this object is selected (if selectOnClick is used)
+ ///
+ [NonSerialized]
+ public bool isSelected;
+
+
+ [NonSerialized]
+ public HighlightProfile previousSettings;
+
+ public void RestorePreviousHighlightEffectSettings() {
+ previousSettings.Load(this);
+ }
+
+ const float TAU = 0.70711f;
+
+ // Reference materials. These are instanced per object (rms).
+ static Material fxMatMask, fxMatSolidColor, fxMatSeeThroughInner, fxMatSeeThroughBorder, fxMatOverlay, fxMatClearStencil;
+ static Material fxMatGlowRef, fxMatInnerGlow, fxMatOutlineRef, fxMatTargetRef;
+ static Material fxMatComposeGlowRef, fxMatComposeOutlineRef, fxMatBlurGlowRef, fxMatBlurOutlineRef;
+ static Material fxMatSeeThroughMask;
+
+ // Per-object materials
+ Material _fxMatOutline, _fxMatGlow, _fxMatTarget;
+ Material _fxMatComposeGlow, _fxMatComposeOutline, _fxMatBlurGlow, _fxMatBlurOutline;
+
+ Material fxMatOutline {
+ get {
+ if (_fxMatOutline == null && fxMatOutlineRef != null) {
+ _fxMatOutline = Instantiate(fxMatOutlineRef);
+ if (useGPUInstancing) _fxMatOutline.enableInstancing = true; else _fxMatOutline.enableInstancing = false;
+ }
+ return _fxMatOutline;
+ }
+ }
+
+ Material fxMatGlow {
+ get {
+ if (_fxMatGlow == null && fxMatGlowRef != null) {
+ _fxMatGlow = Instantiate(fxMatGlowRef);
+ if (useGPUInstancing) _fxMatGlow.enableInstancing = true; else _fxMatGlow.enableInstancing = false;
+ }
+ return _fxMatGlow;
+ }
+ }
+
+ Material fxMatTarget {
+ get {
+ if (_fxMatTarget == null && fxMatTargetRef != null) _fxMatTarget = Instantiate(fxMatTargetRef);
+ return _fxMatTarget;
+ }
+ }
+
+ Material fxMatComposeGlow {
+ get {
+ if (_fxMatComposeGlow == null && fxMatComposeGlowRef != null) _fxMatComposeGlow = Instantiate(fxMatComposeGlowRef);
+ return _fxMatComposeGlow;
+ }
+ }
+
+ Material fxMatComposeOutline {
+ get {
+ if (_fxMatComposeOutline == null && fxMatComposeOutlineRef != null) _fxMatComposeOutline = Instantiate(fxMatComposeOutlineRef);
+ return _fxMatComposeOutline;
+ }
+ }
+
+ Material fxMatBlurGlow {
+ get {
+ if (_fxMatBlurGlow == null && fxMatBlurGlowRef != null) _fxMatBlurGlow = Instantiate(fxMatBlurGlowRef);
+ return _fxMatBlurGlow;
+ }
+ }
+
+ Material fxMatBlurOutline {
+ get {
+ if (_fxMatBlurOutline == null && fxMatBlurOutlineRef != null) _fxMatBlurOutline = Instantiate(fxMatBlurOutlineRef);
+ return _fxMatBlurOutline;
+ }
+ }
+
+ static Vector4[] offsets;
+
+ float fadeStartTime;
+ FadingState fading = FadingState.NoFading;
+ CommandBuffer cbMask, cbSeeThrough, cbGlow, cbOutline, cbOverlay, cbInnerGlow;
+ CommandBuffer cbSmoothBlend;
+ int[] mipGlowBuffers, mipOutlineBuffers;
+ int glowRT, outlineRT;
+ static Mesh quadMesh, cubeMesh;
+ int sourceRT;
+ Matrix4x4 quadGlowMatrix, quadOutlineMatrix;
+ Vector3[] corners;
+ RenderTextureDescriptor sourceDesc;
+ Color debugColor, blackColor;
+ Visibility lastOutlineVisibility;
+ bool requireUpdateMaterial;
+ bool usingPipeline = false; // set to false to avoid editor warning due to conditional code
+ float occlusionCheckLastTime;
+ int occlusionRenderFrame;
+ bool lastOcclusionTestResult;
+ bool useGPUInstancing;
+
+ MaterialPropertyBlock glowPropertyBlock, outlinePropertyBlock;
+ static readonly List matDataDirection = new List();
+ static readonly List matDataGlow = new List();
+ static readonly List matDataColor = new List();
+ static Matrix4x4[] matrices;
+ public static readonly List effects = new List();
+ public static bool customSorting;
+ static int customSortingFrame;
+ static Camera customSortingCamera;
+
+ int skipThisFrame = -1;
+ int outlineOffsetsMin, outlineOffsetsMax;
+ int glowOffsetsMin, glowOffsetsMax;
+ static CombineInstance[] combineInstances;
+ Matrix4x4 matrix4X4Identity = Matrix4x4.identity;
+ bool maskRequired;
+
+ void OnEnable() {
+ lastOutlineVisibility = outlineVisibility;
+ debugColor = new Color(1f, 0f, 0f, 0.5f);
+ blackColor = new Color(0, 0, 0, 0);
+ if (offsets == null || offsets.Length != 8) {
+ offsets = new Vector4[] {
+ new Vector4(0,1),
+ new Vector4(1,0),
+ new Vector4(0,-1),
+ new Vector4(-1,0),
+ new Vector4 (-TAU, TAU),
+ new Vector4 (TAU, TAU),
+ new Vector4 (TAU, -TAU),
+ new Vector4 (-TAU, -TAU)
+ };
+ }
+ if (corners == null || corners.Length != 8) {
+ corners = new Vector3[8];
+ }
+ if (quadMesh == null) {
+ BuildQuad();
+ }
+ if (cubeMesh == null) {
+ BuildCube();
+ }
+ if (target == null) {
+ target = transform;
+ }
+ if (profileSync && profile != null) {
+ profile.Load(this);
+ }
+ if (glowPasses == null || glowPasses.Length == 0) {
+ glowPasses = new GlowPassData[4];
+ glowPasses[0] = new GlowPassData() { offset = 4, alpha = 0.1f, color = new Color(0.64f, 1f, 0f, 1f) };
+ glowPasses[1] = new GlowPassData() { offset = 3, alpha = 0.2f, color = new Color(0.64f, 1f, 0f, 1f) };
+ glowPasses[2] = new GlowPassData() { offset = 2, alpha = 0.3f, color = new Color(0.64f, 1f, 0f, 1f) };
+ glowPasses[3] = new GlowPassData() { offset = 1, alpha = 0.4f, color = new Color(0.64f, 1f, 0f, 1f) };
+ }
+ sourceRT = Shader.PropertyToID("_HPSourceRT");
+ useGPUInstancing = GPUInstancing && SystemInfo.supportsInstancing;
+ if (useGPUInstancing) {
+ if (glowPropertyBlock == null) {
+ glowPropertyBlock = new MaterialPropertyBlock();
+ }
+ if (outlinePropertyBlock == null) {
+ outlinePropertyBlock = new MaterialPropertyBlock();
+ }
+ }
+
+ CheckGeometrySupportDependencies();
+ SetupMaterial();
+
+ if (!effects.Contains(this)) {
+ effects.Add(this);
+ }
+ }
+
+ void OnDisable() {
+ UpdateMaterialPropertiesNow();
+ }
+
+
+ void Reset() {
+ SetupMaterial();
+ }
+
+ void DestroyMaterial(Material mat) {
+ if (mat != null) DestroyImmediate(mat);
+ }
+
+ void DestroyMaterialArray(Material[] mm) {
+ if (mm == null) return;
+ for (int k = 0; k < mm.Length; k++) {
+ DestroyMaterial(mm[k]);
+ }
+ }
+
+ void OnDestroy() {
+ if (rms != null) {
+ for (int k = 0; k < rms.Length; k++) {
+ DestroyMaterialArray(rms[k].fxMatMask);
+ DestroyMaterialArray(rms[k].fxMatSolidColor);
+ DestroyMaterialArray(rms[k].fxMatSeeThroughInner);
+ DestroyMaterialArray(rms[k].fxMatSeeThroughBorder);
+ DestroyMaterialArray(rms[k].fxMatOverlay);
+ DestroyMaterialArray(rms[k].fxMatInnerGlow);
+ }
+ }
+
+ DestroyMaterial(fxMatGlow);
+ DestroyMaterial(fxMatOutline);
+ DestroyMaterial(fxMatTarget);
+ DestroyMaterial(fxMatComposeGlow);
+ DestroyMaterial(fxMatComposeOutline);
+ DestroyMaterial(fxMatBlurGlow);
+ DestroyMaterial(fxMatBlurOutline);
+
+ if (effects.Contains(this)) {
+ effects.Remove(this);
+ }
+
+ if (combinedMeshes.ContainsKey(combinedMeshesHashId)) {
+ combinedMeshes.Remove(combinedMeshesHashId);
+ }
+ }
+
+
+ public static void DrawEffectsNow(Camera cam = null) {
+ if (cam == null) {
+ cam = Camera.current;
+ if (cam == null) return;
+ }
+ int effectsCount = effects.Count;
+ int thisFrame = Time.frameCount;
+ for (int k = 0; k < effectsCount; k++) {
+ HighlightEffect effect = effects[k];
+ if (effect != null) {
+ effect.DoOnRenderObject(cam);
+ effect.skipThisFrame = thisFrame;
+ }
+ }
+ }
+
+ void OnRenderObject() {
+ if (usingPipeline) return;
+ DoOnRenderObject(Camera.current);
+ }
+
+ ///
+ /// Loads a profile into this effect
+ ///
+ public void ProfileLoad(HighlightProfile profile) {
+ if (profile != null) {
+ this.profile = profile;
+ profile.Load(this);
+ }
+ }
+
+ ///
+ /// Reloads currently assigned profile
+ ///
+ public void ProfileReload() {
+ if (profile != null) {
+ profile.Load(this);
+ }
+ }
+
+
+ ///
+ /// Save current settings into given profile
+ ///
+ public void ProfileSaveChanges(HighlightProfile profile) {
+ if (profile != null) {
+ profile.Save(this);
+ }
+ }
+
+ ///
+ /// Save current settings into current profile
+ ///
+ public void ProfileSaveChanges() {
+ if (profile != null) {
+ profile.Save(this);
+ }
+ }
+
+
+ public void Refresh() {
+ if (enabled) {
+ SetupMaterial();
+ }
+ }
+
+
+ void DoOnRenderObject(Camera cam) {
+
+ if (customSorting) {
+ int frameCount = Time.frameCount;
+ if (customSortingFrame != frameCount || customSortingCamera != cam) {
+ customSortingFrame = frameCount;
+ customSortingCamera = cam;
+ int effectsCount = effects.Count;
+ for (int k = 0; k < effectsCount; k++) {
+ HighlightEffect effect = effects[k];
+ effect.skipThisFrame = -1;
+ effect.RenderEffect(cam);
+ effect.skipThisFrame = frameCount;
+ }
+ }
+ } else {
+ RenderEffect(cam);
+ }
+ }
+
+ void RenderEffect(Camera cam) {
+
+ if (cam == null || ((1 << cam.gameObject.layer) & camerasLayerMask) == 0) return;
+
+ if (!reflectionProbes && cam.cameraType == CameraType.Reflection)
+ return;
+
+#if UNITY_EDITOR
+ if (!previewInEditor && !Application.isPlaying)
+ return;
+#endif
+
+ if (requireUpdateMaterial) {
+ requireUpdateMaterial = false;
+ UpdateMaterialPropertiesNow();
+ }
+
+ bool seeThroughReal = seeThroughIntensity > 0 && (seeThrough == SeeThroughMode.AlwaysWhenOccluded || (seeThrough == SeeThroughMode.WhenHighlighted && _highlighted));
+ if (seeThroughReal) {
+ seeThroughReal = RenderSeeThroughOccluders(cam);
+ if (seeThroughReal && seeThroughOccluderMask != -1) {
+ if (seeThroughOccluderMaskAccurate) {
+ CheckOcclusionAccurate(cam);
+ } else {
+ seeThroughReal = CheckOcclusion(cam);
+ }
+ }
+ }
+
+ if (!_highlighted && !seeThroughReal && !hitActive) {
+ return;
+ }
+
+ if (skipThisFrame == Time.frameCount) {
+ return;
+ }
+
+ if (rms == null) return;
+
+ // Check camera culling mask
+ int cullingMask = cam.cullingMask;
+
+ // Ensure renderers are valid and visible (in case LODgroup has changed active renderer)
+ if (!ignoreObjectVisibility) {
+ for (int k = 0; k < rmsCount; k++) {
+ if (rms[k].renderer != null && rms[k].renderer.isVisible != rms[k].renderWasVisibleDuringSetup) {
+ SetupMaterial();
+ break;
+ }
+ }
+ }
+
+ if (fxMatMask == null)
+ return;
+
+ // Apply effect
+ float glowReal = _highlighted ? this.glow : 0;
+
+ // Check smooth blend ztesting capability
+ bool useSmoothGlow = glow > 0 && glowQuality == QualityLevel.Highest;
+ bool useSmoothOutline = outline > 0 && outlineQuality == QualityLevel.Highest;
+ bool useSmoothBlend = useSmoothGlow || useSmoothOutline;
+ if (useSmoothBlend) {
+ if (useSmoothGlow && useSmoothOutline) {
+ outlineVisibility = glowVisibility;
+ }
+ }
+ Visibility smoothGlowVisibility = glowVisibility;
+ Visibility smoothOutlineVisibility = outlineVisibility;
+#if UNITY_EDITOR
+ if (useSmoothBlend && cam.cameraType == CameraType.SceneView) {
+ smoothGlowVisibility = smoothOutlineVisibility = Visibility.AlwaysOnTop;
+ }
+#endif
+ if (useSmoothBlend) {
+ if (depthClip) {
+ cam.depthTextureMode |= DepthTextureMode.Depth;
+ }
+ if (Application.isMobilePlatform || (cam.allowMSAA && QualitySettings.antiAliasing > 1)) {
+ smoothGlowVisibility = smoothOutlineVisibility = Visibility.AlwaysOnTop;
+ } else if (UnityEngine.XR.XRSettings.enabled && Application.isPlaying) {
+ smoothGlowVisibility = smoothOutlineVisibility = Visibility.AlwaysOnTop;
+ }
+ }
+
+ // First create masks
+ float camAspect = cam.aspect;
+ bool independentFullScreenNotExecuted = true;
+ bool somePartVisible = false;
+
+ for (int k = 0; k < rmsCount; k++) {
+ rms[k].render = false;
+
+ Transform t = rms[k].transform;
+ if (t == null)
+ continue;
+
+ Mesh mesh = rms[k].mesh;
+ if (mesh == null)
+ continue;
+
+ int layer = t.gameObject.layer;
+ if (!ignoreObjectVisibility) {
+ if (((1 << layer) & cullingMask) == 0)
+ continue;
+ if (!rms[k].renderer.isVisible)
+ continue;
+ }
+
+ rms[k].render = true;
+ somePartVisible = true;
+
+ if (rms[k].isCombined) {
+ rms[k].renderingMatrix = t.localToWorldMatrix;
+ } else if (!rms[k].preserveOriginalMesh) {
+ Vector3 lossyScale = t.lossyScale;
+ Vector3 position = t.position;
+ if (rms[k].bakedTransform) {
+ if (rms[k].currentPosition != t.position || rms[k].currentRotation != t.eulerAngles || rms[k].currentScale != t.lossyScale) {
+ BakeTransform(k, true);
+ }
+ rms[k].renderingMatrix = matrix4X4Identity;
+ } else {
+ rms[k].renderingMatrix = Matrix4x4.TRS(position, t.rotation, lossyScale);
+ }
+ }
+
+ // Outline
+ if (outlineIndependent) {
+ if (useSmoothBlend) {
+ if (independentFullScreenNotExecuted) {
+ independentFullScreenNotExecuted = false;
+ fxMatClearStencil.SetPass(0);
+ if (subMeshMask > 0) {
+ for (int l = 0; l < mesh.subMeshCount; l++) {
+ if (((1 << l) & subMeshMask) != 0) {
+ Graphics.DrawMeshNow(quadMesh, matrix4X4Identity, l);
+ }
+ }
+ } else {
+ Graphics.DrawMeshNow(quadMesh, matrix4X4Identity);
+ }
+ }
+ } else if (outline > 0 || glow > 0) {
+ float width = outlineWidth;
+ if (glow > 0) {
+ width = Mathf.Max(width, glowWidth);
+ }
+ Material mat = fxMatOutline;
+ bool usesMultipleOffsets = normalsOption != NormalsOption.Planar && outlineQuality.UsesMultipleOffsets();
+ for (int l = 0; l < mesh.subMeshCount; l++) {
+ if (((1 << l) & subMeshMask) == 0) continue;
+ if (usesMultipleOffsets) {
+ for (int o = outlineOffsetsMin; o <= outlineOffsetsMax; o++) {
+ Vector3 direction = offsets[o] * (width / 100f);
+ direction.y *= camAspect;
+ mat.SetVector(ShaderParams.OutlineDirection, direction);
+ if (rms[k].preserveOriginalMesh) {
+ cbOutline.Clear();
+ cbOutline.DrawRenderer(rms[k].renderer, mat, l, 1);
+ Graphics.ExecuteCommandBuffer(cbOutline);
+ } else {
+ mat.SetPass(1);
+ Graphics.DrawMeshNow(mesh, rms[k].renderingMatrix, l);
+ }
+ }
+ } else {
+ if (rms[k].preserveOriginalMesh) {
+ cbOutline.Clear();
+ cbOutline.DrawRenderer(rms[k].renderer, mat, l, 1);
+ Graphics.ExecuteCommandBuffer(cbOutline);
+ } else {
+ mat.SetPass(1);
+ Graphics.DrawMeshNow(mesh, rms[k].renderingMatrix, l);
+ }
+ }
+ }
+ }
+ }
+
+ }
+
+ if (!somePartVisible) return;
+
+ bool renderMaskOnTop = _highlighted && ((outline > 0 && smoothOutlineVisibility != Visibility.Normal) || (glow > 0 && smoothGlowVisibility != Visibility.Normal) || (innerGlow > 0 && innerGlowVisibility != Visibility.Normal));
+ if (maskRequired) {
+ for (int k = 0; k < rmsCount; k++) {
+ if (rms[k].render) {
+ RenderMask(k, rms[k].mesh, renderMaskOnTop);
+ }
+ }
+ }
+
+ // Compute tweening
+ float fadeGroup = 1f;
+ float fade = 1f;
+ if (fading != FadingState.NoFading) {
+ if (fading == FadingState.FadingIn) {
+ if (fadeInDuration > 0) {
+ fadeGroup = (Time.time - fadeStartTime) / fadeInDuration;
+ if (fadeGroup > 1f) {
+ fadeGroup = 1f;
+ fading = FadingState.NoFading;
+ }
+ }
+ } else if (fadeOutDuration > 0) {
+ fadeGroup = 1f - (Time.time - fadeStartTime) / fadeOutDuration;
+ if (fadeGroup < 0f) {
+ fadeGroup = 0f;
+ fading = FadingState.NoFading;
+ _highlighted = false;
+ if (OnObjectHighlightEnd != null) {
+ OnObjectHighlightEnd(gameObject);
+ }
+ SendMessage("HighlightEnd", null, SendMessageOptions.DontRequireReceiver);
+ }
+ }
+ }
+
+ if (glowQuality == QualityLevel.High) {
+ glowReal *= 0.25f;
+ } else if (glowQuality == QualityLevel.Medium) {
+ glowReal *= 0.5f;
+ }
+
+ int smoothRTWidth = 0;
+ int smoothRTHeight = 0;
+ Bounds smoothBounds = new Bounds();
+
+ if (useSmoothBlend) {
+ // Prepare smooth outer glow / outline target
+ if (cbSmoothBlend == null) {
+ CheckBlurCommandBuffer();
+ }
+ cbSmoothBlend.Clear();
+ smoothRTWidth = cam.pixelWidth;
+ smoothRTHeight = cam.pixelHeight;
+ if (smoothRTHeight <= 0) {
+ smoothRTHeight = 1;
+ }
+ if (UnityEngine.XR.XRSettings.enabled && Application.isPlaying) {
+ sourceDesc = UnityEngine.XR.XRSettings.eyeTextureDesc;
+ } else {
+ sourceDesc = new RenderTextureDescriptor(smoothRTWidth, smoothRTHeight, Application.isMobilePlatform ? RenderTextureFormat.Default : RenderTextureFormat.DefaultHDR);
+ sourceDesc.volumeDepth = 1;
+ }
+ sourceDesc.msaaSamples = 1;
+ sourceDesc.useMipMap = false;
+ sourceDesc.depthBufferBits = 0;
+
+ cbSmoothBlend.GetTemporaryRT(sourceRT, sourceDesc, FilterMode.Bilinear);
+ RenderTargetIdentifier sourceDestination = new RenderTargetIdentifier(sourceRT, 0, CubemapFace.Unknown, -1);
+ if ((glow > 0 && smoothGlowVisibility == Visibility.AlwaysOnTop) || (outline > 0 && smoothOutlineVisibility == Visibility.AlwaysOnTop)) {
+ cbSmoothBlend.SetRenderTarget(sourceDestination);
+ } else {
+ RenderTargetIdentifier targetDestination = new RenderTargetIdentifier(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1);
+ if (Application.isMobilePlatform) {
+ cbSmoothBlend.SetRenderTarget(sourceDestination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare, targetDestination, RenderBufferLoadAction.Load, RenderBufferStoreAction.DontCare);
+ } else {
+ cbSmoothBlend.SetRenderTarget(sourceDestination, targetDestination);
+ }
+ }
+ cbSmoothBlend.ClearRenderTarget(false, true, new Color(0, 0, 0, 0));
+ }
+
+ bool targetEffectRendered = false;
+ cbSeeThrough.Clear();
+
+ // Add effects
+ if (seeThroughReal && renderMaskOnTop) {
+ for (int k = 0; k < rmsCount; k++) {
+ if (!rms[k].render)
+ continue;
+ Mesh mesh = rms[k].mesh;
+ RenderSeeThroughClearStencil(k, mesh);
+ }
+ for (int k = 0; k < rmsCount; k++) {
+ if (!rms[k].render)
+ continue;
+ Mesh mesh = rms[k].mesh;
+ RenderSeeThroughMask(k, mesh);
+ }
+ }
+
+ for (int k = 0; k < rmsCount; k++) {
+ if (!rms[k].render)
+ continue;
+ Mesh mesh = rms[k].mesh;
+
+ fade = fadeGroup;
+ // Distance fade
+ if (cameraDistanceFade) {
+ fade *= ComputeCameraDistanceFade(rms[k].transform.position, cam.transform);
+ }
+
+ // See-Through
+ if (seeThroughReal) {
+ if (seeThroughDepthOffset > 0) {
+ cam.depthTextureMode |= DepthTextureMode.Depth;
+ }
+ bool usesSeeThroughBorder = (seeThroughBorder * seeThroughBorderWidth) > 0;
+ if (rms[k].preserveOriginalMesh) {
+ for (int l = 0; l < mesh.subMeshCount; l++) {
+ if (((1 << l) & subMeshMask) == 0) continue;
+ if (l < rms[k].fxMatSeeThroughInner.Length && rms[k].fxMatSeeThroughInner[l] != null) {
+ cbSeeThrough.DrawRenderer(rms[k].renderer, rms[k].fxMatSeeThroughInner[l], l);
+ if (usesSeeThroughBorder) {
+ cbSeeThrough.DrawRenderer(rms[k].renderer, rms[k].fxMatSeeThroughBorder[l], l);
+ }
+ }
+ }
+ } else {
+ for (int l = 0; l < mesh.subMeshCount; l++) {
+ if (((1 << l) & subMeshMask) == 0) continue;
+ if (l < rms[k].fxMatSeeThroughInner.Length && rms[k].fxMatSeeThroughInner[l] != null) {
+ cbSeeThrough.DrawMesh(mesh, rms[k].renderingMatrix, rms[k].fxMatSeeThroughInner[l], l);
+ if (usesSeeThroughBorder) {
+ cbSeeThrough.DrawMesh(mesh, rms[k].renderingMatrix, rms[k].fxMatSeeThroughBorder[l], l);
+ }
+ }
+ }
+ }
+ }
+
+ if (_highlighted || hitActive) {
+ // Hit FX
+ Color overlayColor = this.overlayColor;
+ float overlayMinIntensity = this.overlayMinIntensity;
+ float overlayBlending = this.overlayBlending;
+
+ Color innerGlowColorA = this.innerGlowColor;
+ float innerGlow = this.innerGlow;
+
+ if (hitActive) {
+ overlayColor.a = _highlighted ? overlay : 0;
+ innerGlowColorA.a = _highlighted ? innerGlow : 0;
+ float t = hitFadeOutDuration > 0 ? (Time.time - hitStartTime) / hitFadeOutDuration : 1f;
+ if (t >= 1f) {
+ hitActive = false;
+ } else {
+ if (hitFxMode == HitFxMode.InnerGlow) {
+ bool lerpToCurrentInnerGlow = _highlighted && innerGlow > 0;
+ innerGlowColorA = lerpToCurrentInnerGlow ? Color.Lerp(hitColor, innerGlowColor, t) : hitColor;
+ innerGlowColorA.a = lerpToCurrentInnerGlow ? Mathf.Lerp(1f - t, innerGlow, t) : 1f - t;
+ innerGlowColorA.a *= hitInitialIntensity;
+ } else {
+ bool lerpToCurrentOverlay = _highlighted && overlay > 0;
+ overlayColor = lerpToCurrentOverlay ? Color.Lerp(hitColor, overlayColor, t) : hitColor;
+ overlayColor.a = lerpToCurrentOverlay ? Mathf.Lerp(1f - t, overlay, t) : 1f - t;
+ overlayColor.a *= hitInitialIntensity;
+ overlayMinIntensity = 1f;
+ overlayBlending = 0;
+ }
+ }
+ } else {
+ overlayColor.a = overlay * fade;
+ innerGlowColorA.a = innerGlow * fade;
+ }
+
+ for (int l = 0; l < mesh.subMeshCount; l++) {
+ if (((1 << l) & subMeshMask) == 0) continue;
+
+ // Overlay
+ if (overlayColor.a > 0) {
+ Material fxMat = rms[k].fxMatOverlay[l];
+ fxMat.SetColor(ShaderParams.OverlayColor, overlayColor);
+ fxMat.SetVector(ShaderParams.OverlayData, new Vector4(overlayAnimationSpeed, overlayMinIntensity, overlayBlending, overlayTextureScale));
+ if (hitActive && hitFxMode == HitFxMode.LocalHit) {
+ fxMat.SetVector(ShaderParams.OverlayHitPosData, new Vector4(hitPosition.x, hitPosition.y, hitPosition.z, hitRadius));
+ fxMat.SetFloat(ShaderParams.OverlayHitStartTime, hitStartTime);
+ } else {
+ fxMat.SetVector(ShaderParams.OverlayHitPosData, Vector4.zero);
+ }
+ if (rms[k].preserveOriginalMesh) {
+ cbOverlay.Clear();
+ cbOverlay.DrawRenderer(rms[k].renderer, fxMat, l);
+ Graphics.ExecuteCommandBuffer(cbOverlay);
+ } else {
+ fxMat.SetPass(0);
+ Graphics.DrawMeshNow(mesh, rms[k].renderingMatrix, l);
+ }
+ }
+
+ // Inner Glow
+ if (innerGlowColorA.a > 0) {
+ rms[k].fxMatInnerGlow[l].SetColor(ShaderParams.InnerGlowColor, innerGlowColorA);
+
+ if (rms[k].preserveOriginalMesh) {
+ cbInnerGlow.Clear();
+ cbInnerGlow.DrawRenderer(rms[k].renderer, rms[k].fxMatInnerGlow[l], l);
+ Graphics.ExecuteCommandBuffer(cbInnerGlow);
+ } else {
+ rms[k].fxMatInnerGlow[l].SetPass(0);
+ Graphics.DrawMeshNow(mesh, rms[k].renderingMatrix, l);
+ }
+ }
+ }
+ }
+
+ if (!_highlighted)
+ continue;
+
+ if (useSmoothBlend) {
+ if (k == 0) {
+ smoothBounds = rms[k].renderer.bounds;
+ } else {
+ smoothBounds.Encapsulate(rms[k].renderer.bounds);
+ }
+ }
+
+ for (int l = 0; l < mesh.subMeshCount; l++) {
+ if (((1 << l) & subMeshMask) == 0) continue;
+
+ // Render object body for glow/outline highest quality
+ if (useSmoothBlend) {
+ if (l < rms[k].fxMatSolidColor.Length) {
+ if (rms[k].preserveOriginalMesh) {
+ cbSmoothBlend.DrawRenderer(rms[k].renderer, rms[k].fxMatSolidColor[l], l);
+ } else {
+ cbSmoothBlend.DrawMesh(mesh, rms[k].renderingMatrix, rms[k].fxMatSolidColor[l], l);
+ }
+ }
+ }
+
+ // Glow
+ if (glow > 0 && glowQuality != QualityLevel.Highest) {
+ matDataGlow.Clear();
+ matDataColor.Clear();
+ matDataDirection.Clear();
+ Material mat = fxMatGlow;
+ Vector4 directionZero = normalsOption == NormalsOption.Planar ? new Vector4(0, 0, glowWidth / 100f, 0) : Vector4.zero;
+ mat.SetVector(ShaderParams.GlowDirection, directionZero);
+ for (int j = 0; j < glowPasses.Length; j++) {
+ Color dataColor = glowPasses[j].color;
+ mat.SetColor(ShaderParams.GlowColor, dataColor);
+ Vector4 dataGlow = new Vector4(fade * glowReal * glowPasses[j].alpha, normalsOption == NormalsOption.Planar ? 0 : glowPasses[j].offset * glowWidth / 100f, glowMagicNumber1, glowMagicNumber2);
+ mat.SetVector(ShaderParams.Glow, dataGlow);
+ if (normalsOption != NormalsOption.Planar && glowQuality.UsesMultipleOffsets()) {
+ for (int o = glowOffsetsMin; o <= glowOffsetsMax; o++) {
+ Vector4 direction = offsets[o];
+ direction.y *= camAspect;
+ mat.SetVector(ShaderParams.GlowDirection, direction);
+ if (rms[k].preserveOriginalMesh) {
+ cbGlow.Clear();
+ cbGlow.DrawRenderer(rms[k].renderer, mat, l);
+ Graphics.ExecuteCommandBuffer(cbGlow);
+ } else {
+ if (useGPUInstancing) {
+ matDataDirection.Add(direction);
+ matDataGlow.Add(dataGlow);
+ matDataColor.Add(new Vector4(dataColor.r, dataColor.g, dataColor.b, dataColor.a));
+ } else {
+ mat.SetPass(0);
+ Graphics.DrawMeshNow(mesh, rms[k].renderingMatrix, l);
+ }
+ }
+ }
+ } else {
+ if (rms[k].preserveOriginalMesh) {
+ cbGlow.Clear();
+ cbGlow.DrawRenderer(rms[k].renderer, mat, l);
+ Graphics.ExecuteCommandBuffer(cbGlow);
+ } else {
+ if (useGPUInstancing) {
+ matDataDirection.Add(directionZero);
+ matDataGlow.Add(dataGlow);
+ matDataColor.Add(new Vector4(dataColor.r, dataColor.g, dataColor.b, dataColor.a));
+ } else {
+ mat.SetPass(0);
+ Graphics.DrawMeshNow(mesh, rms[k].renderingMatrix, l);
+ }
+ }
+ }
+ }
+ if (useGPUInstancing) {
+ int instanceCount = matDataDirection.Count;
+ if (instanceCount > 0) {
+ glowPropertyBlock.Clear();
+ glowPropertyBlock.SetVectorArray(ShaderParams.GlowDirection, matDataDirection);
+ glowPropertyBlock.SetVectorArray(ShaderParams.GlowColor, matDataColor);
+ glowPropertyBlock.SetVectorArray(ShaderParams.Glow, matDataGlow);
+ if (matrices == null || matrices.Length < instanceCount) {
+ matrices = new Matrix4x4[instanceCount];
+ }
+ for (int m = 0; m < instanceCount; m++) {
+ matrices[m] = rms[k].renderingMatrix;
+ }
+ cbGlow.Clear();
+ cbGlow.DrawMeshInstanced(mesh, l, mat, 0, matrices, instanceCount, glowPropertyBlock);
+ Graphics.ExecuteCommandBuffer(cbGlow);
+ }
+ }
+ }
+
+ // Outline
+ if (outline > 0 && outlineQuality != QualityLevel.Highest) {
+ Color outlineColor = this.outlineColor;
+ outlineColor.a = outline * fade;
+ Material mat = fxMatOutline;
+ mat.SetColor(ShaderParams.OutlineColor, outlineColor);
+ if (normalsOption != NormalsOption.Planar && outlineQuality.UsesMultipleOffsets()) {
+ matDataDirection.Clear();
+ for (int o = outlineOffsetsMin; o <= outlineOffsetsMax; o++) {
+ Vector4 direction = offsets[o] * (outlineWidth / 100f);
+ direction.y *= camAspect;
+ mat.SetVector(ShaderParams.OutlineDirection, direction);
+ if (rms[k].preserveOriginalMesh) {
+ cbOutline.Clear();
+ cbOutline.DrawRenderer(rms[k].renderer, mat, l, 0);
+ Graphics.ExecuteCommandBuffer(cbOutline);
+ } else {
+ if (useGPUInstancing) {
+ matDataDirection.Add(direction);
+ } else {
+ mat.SetPass(0);
+ Graphics.DrawMeshNow(mesh, rms[k].renderingMatrix, l);
+ }
+ }
+ }
+ if (useGPUInstancing) {
+ int instanceCount = matDataDirection.Count;
+ if (instanceCount > 0) {
+ outlinePropertyBlock.Clear();
+ outlinePropertyBlock.SetVectorArray(ShaderParams.OutlineDirection, matDataDirection);
+ if (matrices == null || matrices.Length < instanceCount) {
+ matrices = new Matrix4x4[instanceCount];
+ }
+ for (int m = 0; m < instanceCount; m++) {
+ matrices[m] = rms[k].renderingMatrix;
+ }
+ cbGlow.Clear(); // we reuse the same commandbuffer for glow
+ cbGlow.DrawMeshInstanced(mesh, l, mat, 0, matrices, instanceCount, outlinePropertyBlock);
+ Graphics.ExecuteCommandBuffer(cbGlow);
+ }
+ }
+ } else {
+ if (rms[k].preserveOriginalMesh) {
+ cbOutline.Clear();
+ cbOutline.DrawRenderer(rms[k].renderer, mat, l, 0);
+ Graphics.ExecuteCommandBuffer(cbOutline);
+ } else {
+ mat.SetPass(0);
+ Graphics.DrawMeshNow(mesh, rms[k].renderingMatrix, l);
+ }
+ }
+ }
+ }
+
+ // Target
+ if (targetFX) {
+ float fadeOut = 1f;
+ if (targetFXStayDuration > 0 && Application.isPlaying) {
+ fadeOut = (Time.time - targetFxStartTime);
+ if (fadeOut >= targetFXStayDuration) {
+ fadeOut -= targetFXStayDuration;
+ fadeOut = 1f - fadeOut;
+ }
+ if (fadeOut > 1f) {
+ fadeOut = 1f;
+ }
+ }
+ bool usesTarget = targetFXCenter != null;
+ if (fadeOut > 0 && !(targetEffectRendered && usesTarget)) {
+ targetEffectRendered = true;
+ float scaleT = 1f;
+ float time;
+ float normalizedTime = 0;
+ if (Application.isPlaying) {
+ normalizedTime = (Time.time - targetFxStartTime) / targetFXTransitionDuration;
+ if (normalizedTime > 1f) {
+ normalizedTime = 1f;
+ }
+ scaleT = Mathf.Sin(normalizedTime * Mathf.PI * 0.5f);
+ time = Time.time;
+ } else {
+ time = (float)DateTime.Now.Subtract(DateTime.Today).TotalSeconds;
+ }
+
+ Bounds bounds = rms[k].renderer.bounds;
+ if (!targetFXScaleToRenderBounds) {
+ bounds.size = Vector3.one;
+ }
+ Vector3 scale = bounds.size;
+ float minSize = scale.x;
+ if (scale.y < minSize) {
+ minSize = scale.y;
+ }
+ if (scale.z < minSize) {
+ minSize = scale.z;
+ }
+ scale.x = scale.y = scale.z = minSize;
+ scale = Vector3.Lerp(scale * targetFXInitialScale, scale * targetFXEndScale, scaleT);
+ Vector3 center = usesTarget ? targetFXCenter.transform.position : bounds.center;
+ Quaternion rotation;
+ if (targetFXAlignToGround) {
+ rotation = Quaternion.Euler(90, 0, 0);
+ center.y += 0.5f; // a bit of offset in case it's in contact with ground
+ if (Physics.Raycast(center, Vector3.down, out RaycastHit groundHitInfo, targetFXGroundMaxDistance, targetFXGroundLayerMask)) {
+ center = groundHitInfo.point;
+ center.y += 0.01f;
+ Vector4 renderData = groundHitInfo.normal;
+ renderData.w = targetFXFadePower;
+ fxMatTarget.SetVector(ShaderParams.TargetFXRenderData, renderData);
+ rotation = Quaternion.Euler(0, time * targetFXRotationSpeed, 0);
+ if (OnTargetAnimates != null) {
+ OnTargetAnimates(ref center, ref rotation, ref scale, normalizedTime);
+ }
+ Matrix4x4 m = Matrix4x4.TRS(center, rotation, scale);
+ Color color = targetFXColor;
+ color.a *= fade * fadeOut;
+ Material mat = fxMatTarget;
+ mat.color = color;
+ mat.SetPass(0);
+ Graphics.DrawMeshNow(cubeMesh, m);
+ }
+ } else {
+ rotation = Quaternion.LookRotation(cam.transform.position - rms[k].transform.position);
+ Quaternion animationRot = Quaternion.Euler(0, 0, time * targetFXRotationSpeed);
+ rotation *= animationRot;
+ if (OnTargetAnimates != null) {
+ OnTargetAnimates(ref center, ref rotation, ref scale, normalizedTime);
+ }
+ Matrix4x4 m = Matrix4x4.TRS(center, rotation, scale);
+ Color color = targetFXColor;
+ color.a *= fade * fadeOut;
+ Material mat = fxMatTarget;
+ mat.color = color;
+ mat.SetPass(1);
+ Graphics.DrawMeshNow(quadMesh, m);
+ }
+ }
+ }
+ }
+
+ if (useSmoothBlend) {
+ if (ComputeSmoothQuadMatrix(cam, smoothBounds)) {
+ // Smooth Glow
+ if (useSmoothGlow) {
+ float intensity = glow * fade;
+ fxMatComposeGlow.color = new Color(glowHQColor.r * intensity, glowHQColor.g * intensity, glowHQColor.b * intensity, glowHQColor.a * intensity);
+ SmoothGlow(smoothRTWidth / glowDownsampling, smoothRTHeight / glowDownsampling);
+ }
+
+ // Smooth Outline
+ if (useSmoothOutline) {
+ fxMatComposeOutline.color = new Color(outlineColor.r, outlineColor.g, outlineColor.b, 5f * outlineColor.a * outline * fade);
+ SmoothOutline(smoothRTWidth / outlineDownsampling, smoothRTHeight / outlineDownsampling);
+ }
+
+ // Bit result
+ ComposeSmoothBlend(smoothGlowVisibility, smoothOutlineVisibility);
+ }
+ }
+
+ if (seeThroughReal && seeThroughOrdered) { // Ordered for see-through
+ for (int k = 0; k < rmsCount; k++) {
+ if (!rms[k].render)
+ continue;
+ Mesh mesh = rms[k].mesh;
+ for (int l = 0; l < mesh.subMeshCount; l++) {
+ if (((1 << l) & subMeshMask) == 0) continue;
+ if (rms[k].isCombined) {
+ cbSeeThrough.DrawMesh(mesh, rms[k].renderingMatrix, fxMatClearStencil, l, 1);
+ } else {
+ cbSeeThrough.DrawRenderer(rms[k].renderer, fxMatClearStencil, l, 1);
+ }
+ }
+ }
+ }
+
+ Graphics.ExecuteCommandBuffer(cbSeeThrough);
+ }
+
+
+ void RenderMask(int k, Mesh mesh, bool alwaysOnTop) {
+ if (rms[k].preserveOriginalMesh) {
+ cbMask.Clear();
+ for (int l = 0; l < mesh.subMeshCount; l++) {
+ if (((1 << l) & subMeshMask) == 0) continue;
+ if (alwaysOnTop) {
+ rms[k].fxMatMask[l].SetInt(ShaderParams.ZTest, (int)CompareFunction.Always);
+ } else {
+ rms[k].fxMatMask[l].SetInt(ShaderParams.ZTest, (int)CompareFunction.LessEqual);
+ }
+ cbMask.DrawRenderer(rms[k].renderer, rms[k].fxMatMask[l], l, 0);
+ }
+ Graphics.ExecuteCommandBuffer(cbMask);
+ } else {
+ for (int l = 0; l < mesh.subMeshCount; l++) {
+ if (((1 << l) & subMeshMask) == 0) continue;
+ if (alwaysOnTop) {
+ rms[k].fxMatMask[l].SetInt(ShaderParams.ZTest, (int)CompareFunction.Always);
+ } else {
+ rms[k].fxMatMask[l].SetInt(ShaderParams.ZTest, (int)CompareFunction.LessEqual);
+ }
+ rms[k].fxMatMask[l].SetPass(0);
+ Graphics.DrawMeshNow(mesh, rms[k].renderingMatrix, l);
+ }
+ }
+
+
+ }
+
+ void RenderSeeThroughClearStencil(int k, Mesh mesh) {
+ if (rms[k].preserveOriginalMesh) {
+ for (int l = 0; l < mesh.subMeshCount; l++) {
+ if (((1 << l) & subMeshMask) == 0) continue;
+ cbSeeThrough.DrawRenderer(rms[k].renderer, fxMatClearStencil, l, 1);
+ }
+ } else {
+ for (int l = 0; l < mesh.subMeshCount; l++) {
+ if (((1 << l) & subMeshMask) == 0) continue;
+ cbSeeThrough.DrawMesh(mesh, rms[k].renderingMatrix, fxMatClearStencil, l, 1);
+ }
+ }
+ }
+
+ void RenderSeeThroughMask(int k, Mesh mesh) {
+ if (rms[k].preserveOriginalMesh) {
+ for (int l = 0; l < mesh.subMeshCount; l++) {
+ if (((1 << l) & subMeshMask) == 0) continue;
+ cbSeeThrough.DrawRenderer(rms[k].renderer, rms[k].fxMatMask[l], l, 1);
+ }
+ } else {
+ for (int l = 0; l < mesh.subMeshCount; l++) {
+ if (((1 << l) & subMeshMask) == 0) continue;
+ cbSeeThrough.DrawMesh(mesh, rms[k].renderingMatrix, rms[k].fxMatMask[l], l, 1);
+ }
+ }
+ }
+
+ bool ComputeSmoothQuadMatrix(Camera cam, Bounds bounds) {
+ // Compute bounds in screen space and enlarge for glow space
+ Vector3 min = bounds.min;
+ Vector3 max = bounds.max;
+ corners[0] = new Vector3(min.x, min.y, min.z);
+ corners[1] = new Vector3(min.x, min.y, max.z);
+ corners[2] = new Vector3(max.x, min.y, min.z);
+ corners[3] = new Vector3(max.x, min.y, max.z);
+ corners[4] = new Vector3(min.x, max.y, min.z);
+ corners[5] = new Vector3(min.x, max.y, max.z);
+ corners[6] = new Vector3(max.x, max.y, min.z);
+ corners[7] = new Vector3(max.x, max.y, max.z);
+ Vector3 scrMin = new Vector3(float.MaxValue, float.MaxValue, 0);
+ Vector3 scrMax = new Vector3(float.MinValue, float.MinValue, 0);
+ float distance = float.MaxValue;
+ for (int k = 0; k < corners.Length; k++) {
+ corners[k] = cam.WorldToScreenPoint(corners[k]);
+ if (corners[k].x < scrMin.x) {
+ scrMin.x = corners[k].x;
+ }
+ if (corners[k].y < scrMin.y) {
+ scrMin.y = corners[k].y;
+ }
+ if (corners[k].x > scrMax.x) {
+ scrMax.x = corners[k].x;
+ }
+ if (corners[k].y > scrMax.y) {
+ scrMax.y = corners[k].y;
+ }
+ if (corners[k].z < distance) {
+ distance = corners[k].z;
+ if (distance < cam.nearClipPlane) {
+ scrMin.x = scrMin.y = 0;
+ scrMax.x = cam.pixelWidth;
+ scrMax.y = cam.pixelHeight;
+ break;
+ }
+ }
+ }
+ if (scrMax.y == scrMin.y)
+ return false;
+
+ if (distance < cam.nearClipPlane) {
+ distance = cam.nearClipPlane + 0.01f;
+ }
+ scrMin.z = scrMax.z = distance;
+ if (outline > 0) {
+ BuildMatrix(cam, scrMin, scrMax, (int)(10 + 20 * outlineWidth + 5 * outlineDownsampling), ref quadOutlineMatrix);
+ }
+ if (glow > 0) {
+ BuildMatrix(cam, scrMin, scrMax, (int)(20 + 30 * glowWidth + 10 * glowDownsampling), ref quadGlowMatrix);
+ }
+ return true;
+ }
+
+ void BuildMatrix(Camera cam, Vector3 scrMin, Vector3 scrMax, int border, ref Matrix4x4 quadMatrix) {
+
+ // Insert padding to make room for effects
+ scrMin.x -= border;
+ scrMin.y -= border;
+ scrMax.x += border;
+ scrMax.y += border;
+
+ // Back to world space
+ Vector3 third = new Vector3(scrMax.x, scrMin.y, scrMin.z);
+ scrMin = cam.ScreenToWorldPoint(scrMin);
+ scrMax = cam.ScreenToWorldPoint(scrMax);
+ third = cam.ScreenToWorldPoint(third);
+
+ float width = Vector3.Distance(scrMin, third);
+ float height = Vector3.Distance(scrMax, third);
+
+ quadMatrix = Matrix4x4.TRS((scrMin + scrMax) * 0.5f, cam.transform.rotation, new Vector3(width, height, 1f));
+ }
+
+ void SmoothGlow(int rtWidth, int rtHeight) {
+ const int blurPasses = 4;
+
+ // Blur buffers
+ int bufferCount = blurPasses * 2;
+ if (mipGlowBuffers == null || mipGlowBuffers.Length != bufferCount) {
+ mipGlowBuffers = new int[bufferCount];
+ for (int k = 0; k < bufferCount; k++) {
+ mipGlowBuffers[k] = Shader.PropertyToID("_HPSmoothGlowTemp" + k);
+ }
+ glowRT = Shader.PropertyToID("_HPComposeGlowFinal");
+ mipGlowBuffers[bufferCount - 2] = glowRT;
+ }
+ RenderTextureDescriptor glowDesc = sourceDesc;
+ glowDesc.depthBufferBits = 0;
+
+ for (int k = 0; k < bufferCount; k++) {
+ float reduction = k / 2 + 2;
+ int reducedWidth = (int)(rtWidth / reduction);
+ int reducedHeight = (int)(rtHeight / reduction);
+ if (reducedWidth <= 0) {
+ reducedWidth = 1;
+ }
+ if (reducedHeight <= 0) {
+ reducedHeight = 1;
+ }
+ glowDesc.width = reducedWidth;
+ glowDesc.height = reducedHeight;
+ cbSmoothBlend.GetTemporaryRT(mipGlowBuffers[k], glowDesc, FilterMode.Bilinear);
+ }
+
+ Material matBlur = fxMatBlurGlow;
+
+ for (int k = 0; k < bufferCount - 1; k += 2) {
+ if (k == 0) {
+ cbSmoothBlend.Blit(sourceRT, mipGlowBuffers[k + 1], matBlur, 0);
+ } else {
+ cbSmoothBlend.Blit(mipGlowBuffers[k], mipGlowBuffers[k + 1], matBlur, 0);
+ }
+ cbSmoothBlend.Blit(mipGlowBuffers[k + 1], mipGlowBuffers[k], matBlur, 1);
+
+ if (k < bufferCount - 2) {
+ cbSmoothBlend.Blit(mipGlowBuffers[k], mipGlowBuffers[k + 2], matBlur, 2);
+ }
+ }
+ }
+
+ void SmoothOutline(int rtWidth, int rtHeight) {
+ const int blurPasses = 2;
+
+ // Blur buffers
+ int bufferCount = blurPasses * 2;
+ if (mipOutlineBuffers == null || mipOutlineBuffers.Length != bufferCount) {
+ mipOutlineBuffers = new int[bufferCount];
+ for (int k = 0; k < bufferCount; k++) {
+ mipOutlineBuffers[k] = Shader.PropertyToID("_HPSmoothOutlineTemp" + k);
+ }
+ outlineRT = Shader.PropertyToID("_HPComposeOutlineFinal");
+ mipOutlineBuffers[bufferCount - 2] = outlineRT;
+ }
+ RenderTextureDescriptor outlineDesc = sourceDesc;
+ outlineDesc.depthBufferBits = 0;
+
+ for (int k = 0; k < bufferCount; k++) {
+ float reduction = k / 2 + 2;
+ int reducedWidth = (int)(rtWidth / reduction);
+ int reducedHeight = (int)(rtHeight / reduction);
+ if (reducedWidth <= 0) {
+ reducedWidth = 1;
+ }
+ if (reducedHeight <= 0) {
+ reducedHeight = 1;
+ }
+ outlineDesc.width = reducedWidth;
+ outlineDesc.height = reducedHeight;
+ cbSmoothBlend.GetTemporaryRT(mipOutlineBuffers[k], outlineDesc, FilterMode.Bilinear);
+ }
+
+ Material matBlur = fxMatBlurOutline;
+ for (int k = 0; k < bufferCount - 1; k += 2) {
+ if (k == 0) {
+ cbSmoothBlend.Blit(sourceRT, mipOutlineBuffers[k + 1], matBlur, 0);
+ } else {
+ cbSmoothBlend.Blit(mipOutlineBuffers[k], mipOutlineBuffers[k + 1], matBlur, 0);
+ }
+ cbSmoothBlend.Blit(mipOutlineBuffers[k + 1], mipOutlineBuffers[k], matBlur, 1);
+
+ if (k < bufferCount - 2) {
+ cbSmoothBlend.Blit(mipOutlineBuffers[k], mipOutlineBuffers[k + 2], matBlur, 2);
+ }
+ }
+ }
+
+ void ComposeSmoothBlend(Visibility smoothGlowVisibility, Visibility smoothOutlineVisibility) {
+ bool renderSmoothGlow = glow > 0 && glowQuality == QualityLevel.Highest;
+ RenderTargetIdentifier cameraTargetDestination = new RenderTargetIdentifier(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1);
+ if (renderSmoothGlow) {
+ Material matComposeGlow = fxMatComposeGlow;
+ matComposeGlow.SetVector(ShaderParams.Flip, (UnityEngine.XR.XRSettings.enabled && flipY) ? new Vector3(1, -1, 0) : new Vector3(0, 1, 0));
+ if (glowOptimalBlit) {
+ if (Application.isMobilePlatform && smoothGlowVisibility != Visibility.AlwaysOnTop) {
+ cbSmoothBlend.SetRenderTarget(cameraTargetDestination, RenderBufferLoadAction.Load, RenderBufferStoreAction.DontCare);
+ } else {
+ cbSmoothBlend.SetRenderTarget(cameraTargetDestination);
+ }
+ matComposeGlow.SetInt(ShaderParams.ZTest, GetZTestValue(smoothGlowVisibility));
+ matComposeGlow.SetColor(ShaderParams.Debug, glowBlitDebug ? debugColor : blackColor);
+ cbSmoothBlend.DrawMesh(quadMesh, quadGlowMatrix, matComposeGlow, 0, 0);
+ } else {
+ cbSmoothBlend.Blit(glowRT, cameraTargetDestination, matComposeGlow, 1);
+ }
+ }
+ bool renderSmoothOutline = outline > 0 && outlineQuality == QualityLevel.Highest;
+ if (renderSmoothOutline) {
+ Material matComposeOutline = fxMatComposeOutline;
+ matComposeOutline.SetVector(ShaderParams.Flip, (UnityEngine.XR.XRSettings.enabled && flipY) ? new Vector3(1, -1, 0) : new Vector3(0, 1, 0));
+ Debug.Log(Camera.current.name + " " + smoothOutlineVisibility);
+ if (outlineOptimalBlit) {
+ if (Application.isMobilePlatform && smoothOutlineVisibility != Visibility.AlwaysOnTop) {
+ cbSmoothBlend.SetRenderTarget(cameraTargetDestination, RenderBufferLoadAction.Load, RenderBufferStoreAction.DontCare);
+ } else {
+ cbSmoothBlend.SetRenderTarget(cameraTargetDestination);
+ }
+ matComposeOutline.SetInt(ShaderParams.ZTest, GetZTestValue(smoothOutlineVisibility));
+ matComposeOutline.SetColor(ShaderParams.Debug, outlineBlitDebug ? debugColor : blackColor);
+ cbSmoothBlend.DrawMesh(quadMesh, quadOutlineMatrix, matComposeOutline, 0, 0);
+ } else {
+ cbSmoothBlend.Blit(outlineRT, cameraTargetDestination, matComposeOutline, 1);
+ }
+ }
+ // Release render textures
+ if (renderSmoothGlow) {
+ for (int k = 0; k < mipGlowBuffers.Length; k++) {
+ cbSmoothBlend.ReleaseTemporaryRT(mipGlowBuffers[k]);
+ }
+ }
+ if (renderSmoothOutline) {
+ for (int k = 0; k < mipOutlineBuffers.Length; k++) {
+ cbSmoothBlend.ReleaseTemporaryRT(mipOutlineBuffers[k]);
+ }
+ }
+
+ cbSmoothBlend.ReleaseTemporaryRT(sourceRT);
+
+ Graphics.ExecuteCommandBuffer(cbSmoothBlend);
+ }
+
+ void InitMaterial(ref Material material, string shaderName) {
+ if (material == null) {
+ Shader shaderFX = Shader.Find(shaderName);
+ if (shaderFX == null) {
+ Debug.LogError("Shader " + shaderName + " not found.");
+ enabled = false;
+ return;
+ }
+ material = new Material(shaderFX);
+ }
+ }
+
+ ///
+ /// Sets target for highlight effects
+ ///
+ public void SetTarget(Transform transform) {
+ if (transform == target || transform == null)
+ return;
+
+ if (_highlighted) {
+ ImmediateFadeOut();
+ }
+
+ target = transform;
+ SetupMaterial();
+ }
+
+
+ ///
+ /// Sets target for highlight effects and also specify a list of renderers to be included as well
+ ///
+ public void SetTargets(Transform transform, Renderer[] renderers) {
+ if (transform == null)
+ return;
+
+ if (_highlighted) {
+ ImmediateFadeOut();
+ }
+
+ effectGroup = TargetOptions.Scripting;
+ target = transform;
+ SetupMaterial(renderers);
+ }
+
+
+ ///
+ /// Start or finish highlight on the object
+ ///
+ public void SetHighlighted(bool state) {
+
+ if (!Application.isPlaying) {
+ _highlighted = state;
+ return;
+ }
+
+ float now = Time.time;
+
+ if (fading == FadingState.NoFading) {
+ fadeStartTime = now;
+ }
+
+ if (state && !ignore) {
+ if (_highlighted && fading == FadingState.NoFading) {
+ return;
+ }
+ if (OnObjectHighlightStart != null) {
+ if (!OnObjectHighlightStart(gameObject)) {
+ return;
+ }
+ }
+ SendMessage("HighlightStart", null, SendMessageOptions.DontRequireReceiver);
+ highlightStartTime = targetFxStartTime = now;
+ if (fadeInDuration > 0) {
+ if (fading == FadingState.FadingOut) {
+ float remaining = fadeOutDuration - (now - fadeStartTime);
+ fadeStartTime = now - remaining;
+ fadeStartTime = Mathf.Min(fadeStartTime, now);
+ }
+ fading = FadingState.FadingIn;
+ } else {
+ fading = FadingState.NoFading;
+ }
+ _highlighted = true;
+ requireUpdateMaterial = true;
+ } else if (_highlighted) {
+ if (fadeOutDuration > 0) {
+ if (fading == FadingState.FadingIn) {
+ float elapsed = now - fadeStartTime;
+ fadeStartTime = now + elapsed - fadeInDuration;
+ fadeStartTime = Mathf.Min(fadeStartTime, now);
+ }
+ fading = FadingState.FadingOut; // when fade out ends, highlighted will be set to false in OnRenderObject
+ } else {
+ fading = FadingState.NoFading;
+ ImmediateFadeOut();
+ requireUpdateMaterial = true;
+ }
+ }
+ }
+
+ void ImmediateFadeOut() {
+ fading = FadingState.NoFading;
+ _highlighted = false;
+ if (OnObjectHighlightEnd != null) {
+ OnObjectHighlightEnd(gameObject);
+ }
+ SendMessage("HighlightEnd", null, SendMessageOptions.DontRequireReceiver);
+ }
+
+ void SetupMaterial() {
+
+#if UNITY_EDITOR
+ staticChildren = false;
+#endif
+
+ if (target == null || fxMatMask == null)
+ return;
+
+ Renderer[] rr = null;
+ switch (effectGroup) {
+ case TargetOptions.OnlyThisObject:
+ Renderer renderer = target.GetComponent();
+ if (renderer != null) {
+ rr = new Renderer[1];
+ rr[0] = renderer;
+ }
+ break;
+ case TargetOptions.RootToChildren:
+ Transform root = target;
+ while (root.parent != null) {
+ root = root.parent;
+ }
+ rr = root.GetComponentsInChildren();
+ break;
+ case TargetOptions.LayerInScene: {
+ HighlightEffect eg = this;
+ if (target != transform) {
+ HighlightEffect targetEffect = target.GetComponent();
+ if (targetEffect != null) {
+ eg = targetEffect;
+ }
+ }
+ rr = FindRenderersWithLayerInScene(eg.effectGroupLayer);
+ }
+ break;
+ case TargetOptions.LayerInChildren: {
+ HighlightEffect eg = this;
+ if (target != transform) {
+ HighlightEffect targetEffect = target.GetComponent();
+ if (targetEffect != null) {
+ eg = targetEffect;
+ }
+ }
+ rr = FindRenderersWithLayerInChildren(eg.effectGroupLayer);
+ }
+ break;
+ case TargetOptions.Children:
+ rr = target.GetComponentsInChildren();
+ break;
+ case TargetOptions.Scripting:
+ if (rmsCount > 0) return;
+ return;
+ }
+
+ SetupMaterial(rr);
+ }
+
+ void SetupMaterial(Renderer[] rr) {
+
+ if (rr == null) {
+ rr = new Renderer[0];
+ }
+ if (rms == null || rms.Length < rr.Length) {
+ rms = new ModelMaterials[rr.Length];
+ }
+
+ rmsCount = 0;
+ for (int k = 0; k < rr.Length; k++) {
+ rms[rmsCount].Init();
+ Renderer renderer = rr[k];
+ if (effectGroup != TargetOptions.OnlyThisObject && !string.IsNullOrEmpty(effectNameFilter)) {
+ if (!renderer.name.Contains(effectNameFilter)) continue;
+ }
+ rms[rmsCount].renderer = renderer;
+ rms[rmsCount].renderWasVisibleDuringSetup = renderer.isVisible;
+
+ if (renderer.transform != target) {
+ HighlightEffect otherEffect = renderer.GetComponent();
+ if (otherEffect != null && otherEffect.enabled) {
+ continue; // independent subobject
+ }
+ }
+
+ if (OnRendererHighlightStart != null) {
+ if (!OnRendererHighlightStart(renderer)) {
+ rmsCount++;
+ continue;
+ }
+ }
+
+ rms[rmsCount].isCombined = false;
+ bool isSkinnedMesh = renderer is SkinnedMeshRenderer;
+ rms[rmsCount].isSkinnedMesh = isSkinnedMesh;
+ rms[rmsCount].normalsOption = isSkinnedMesh ? NormalsOption.PreserveOriginal : normalsOption;
+ if (rms[rmsCount].preserveOriginalMesh || combineMeshes) {
+ CheckCommandBuffers();
+ }
+ if (isSkinnedMesh) {
+ // ignore cloth skinned renderers
+ rms[rmsCount].mesh = ((SkinnedMeshRenderer)renderer).sharedMesh;
+ } else if (Application.isPlaying && renderer.isPartOfStaticBatch) {
+ // static batched objects need to have a mesh collider in order to use its original mesh
+ MeshCollider mc = renderer.GetComponent();
+ if (mc != null) {
+ rms[rmsCount].mesh = mc.sharedMesh;
+ }
+ } else {
+ MeshFilter mf = renderer.GetComponent();
+ if (mf != null) {
+ rms[rmsCount].mesh = mf.sharedMesh;
+
+#if UNITY_EDITOR
+ if (renderer.gameObject.isStatic && renderer.GetComponent() == null) {
+ staticChildren = true;
+ }
+#endif
+
+ }
+ }
+
+ if (rms[rmsCount].mesh == null) {
+ continue;
+ }
+
+ rms[rmsCount].transform = renderer.transform;
+ Fork(fxMatMask, ref rms[rmsCount].fxMatMask, rms[rmsCount].mesh);
+ Fork(fxMatSeeThroughInner, ref rms[rmsCount].fxMatSeeThroughInner, rms[rmsCount].mesh);
+ Fork(fxMatSeeThroughBorder, ref rms[rmsCount].fxMatSeeThroughBorder, rms[rmsCount].mesh);
+ Fork(fxMatOverlay, ref rms[rmsCount].fxMatOverlay, rms[rmsCount].mesh);
+ Fork(fxMatInnerGlow, ref rms[rmsCount].fxMatInnerGlow, rms[rmsCount].mesh);
+ Fork(fxMatSolidColor, ref rms[rmsCount].fxMatSolidColor, rms[rmsCount].mesh);
+ rms[rmsCount].originalMesh = rms[rmsCount].mesh;
+ if (!rms[rmsCount].preserveOriginalMesh) {
+ if (innerGlow > 0 || (glow > 0 && glowQuality != QualityLevel.Highest) || (outline > 0 && outlineQuality != QualityLevel.Highest)) {
+ if (normalsOption == NormalsOption.Reorient || normalsOption == NormalsOption.Planar) {
+ ReorientNormals(rmsCount);
+ } else {
+ AverageNormals(rmsCount);
+ }
+ }
+ // check if scale is negative
+ BakeTransform(rmsCount, true);
+ }
+ rmsCount++;
+ }
+
+#if UNITY_EDITOR
+ // Avoids command buffer issue when refreshing asset inside the Editor
+ if (!Application.isPlaying) {
+ mipGlowBuffers = null;
+ mipOutlineBuffers = null;
+ }
+#endif
+
+ if (combineMeshes) {
+ CombineMeshes();
+ }
+
+ UpdateMaterialPropertiesNow();
+ }
+
+ List tempRR;
+
+ Renderer[] FindRenderersWithLayerInScene(LayerMask layer) {
+ Renderer[] rr = FindObjectsOfType();
+ if (tempRR == null) {
+ tempRR = new List();
+ } else {
+ tempRR.Clear();
+ }
+ for (var i = 0; i < rr.Length; i++) {
+ Renderer r = rr[i];
+ if (((1 << r.gameObject.layer) & layer) != 0) {
+ tempRR.Add(r);
+ }
+ }
+ return tempRR.ToArray();
+ }
+
+ Renderer[] FindRenderersWithLayerInChildren(LayerMask layer) {
+ Renderer[] rr = target.GetComponentsInChildren();
+ if (tempRR == null) {
+ tempRR = new List();
+ } else {
+ tempRR.Clear();
+ }
+ for (var i = 0; i < rr.Length; i++) {
+ Renderer r = rr[i];
+ if (((1 << r.gameObject.layer) & layer) != 0) {
+ tempRR.Add(r);
+ }
+ }
+ return tempRR.ToArray();
+ }
+
+ void CheckGeometrySupportDependencies() {
+ InitMaterial(ref fxMatMask, "HighlightPlus/Geometry/Mask");
+ InitMaterial(ref fxMatOverlay, "HighlightPlus/Geometry/Overlay");
+ InitMaterial(ref fxMatSeeThroughInner, "HighlightPlus/Geometry/SeeThroughInner");
+ InitMaterial(ref fxMatSeeThroughBorder, "HighlightPlus/Geometry/SeeThroughBorder");
+ InitMaterial(ref fxMatSeeThroughMask, "HighlightPlus/Geometry/SeeThroughMask");
+ InitMaterial(ref fxMatSolidColor, "HighlightPlus/Geometry/SolidColor");
+ InitMaterial(ref fxMatClearStencil, "HighlightPlus/ClearStencil");
+ InitMaterial(ref fxMatOutlineRef, "HighlightPlus/Geometry/Outline");
+ InitMaterial(ref fxMatGlowRef, "HighlightPlus/Geometry/Glow");
+ InitMaterial(ref fxMatInnerGlow, "HighlightPlus/Geometry/InnerGlow");
+ InitMaterial(ref fxMatTargetRef, "HighlightPlus/Geometry/Target");
+ InitMaterial(ref fxMatComposeOutlineRef, "HighlightPlus/Geometry/ComposeOutline");
+ InitMaterial(ref fxMatComposeGlowRef, "HighlightPlus/Geometry/ComposeGlow");
+ InitMaterial(ref fxMatBlurOutlineRef, "HighlightPlus/Geometry/BlurOutline");
+ InitMaterial(ref fxMatBlurGlowRef, "HighlightPlus/Geometry/BlurGlow");
+ CheckRequiredCommandBuffers();
+ }
+
+ void CheckRequiredCommandBuffers() {
+ if (cbGlow == null) {
+ cbGlow = new CommandBuffer();
+ cbGlow.name = "Outer Glow for " + name;
+ }
+ if (cbSeeThrough == null) {
+ cbSeeThrough = new CommandBuffer();
+ cbSeeThrough.name = "See Through for " + name;
+ }
+ }
+
+ void CheckCommandBuffers() {
+ if (cbMask == null) {
+ cbMask = new CommandBuffer();
+ cbMask.name = "Mask for " + name;
+ }
+ if (cbOutline == null) {
+ cbOutline = new CommandBuffer();
+ cbOutline.name = "Outline for " + name;
+ }
+ if (cbOverlay == null) {
+ cbOverlay = new CommandBuffer();
+ cbOverlay.name = "Overlay for " + name;
+ }
+ if (cbInnerGlow == null) {
+ cbInnerGlow = new CommandBuffer();
+ cbInnerGlow.name = "Inner Glow for " + name;
+ }
+ }
+
+ void CheckBlurCommandBuffer() {
+ if (cbSmoothBlend == null) {
+ cbSmoothBlend = new CommandBuffer();
+ cbSmoothBlend.name = "Smooth Blend for " + name;
+ }
+ }
+
+ void Fork(Material mat, ref Material[] mats, Mesh mesh) {
+ if (mesh == null)
+ return;
+ int count = mesh.subMeshCount;
+ if (mats == null || mats.Length < count) {
+ DestroyMaterialArray(mats);
+ mats = new Material[count];
+ }
+ for (int k = 0; k < count; k++) {
+ if (mats[k] == null) {
+ mats[k] = Instantiate(mat);
+ }
+ }
+ }
+
+ void BakeTransform(int objIndex, bool duplicateMesh) {
+ if (rms[objIndex].mesh == null)
+ return;
+ Transform t = rms[objIndex].transform;
+ Vector3 scale = t.localScale;
+ if (scale.x >= 0 && scale.y >= 0 && scale.z >= 0) {
+ rms[objIndex].bakedTransform = false;
+ return;
+ }
+ // Duplicates mesh and bake rotation
+ Mesh fixedMesh = duplicateMesh ? Instantiate(rms[objIndex].originalMesh) : rms[objIndex].mesh;
+ Vector3[] vertices = fixedMesh.vertices;
+ for (int k = 0; k < vertices.Length; k++) {
+ vertices[k] = t.TransformPoint(vertices[k]);
+ }
+ fixedMesh.vertices = vertices;
+ Vector3[] normals = fixedMesh.normals;
+ if (normals != null) {
+ for (int k = 0; k < normals.Length; k++) {
+ normals[k] = t.TransformVector(normals[k]).normalized;
+ }
+ fixedMesh.normals = normals;
+ }
+ fixedMesh.RecalculateBounds();
+ rms[objIndex].mesh = fixedMesh;
+ rms[objIndex].bakedTransform = true;
+ rms[objIndex].currentPosition = t.position;
+ rms[objIndex].currentRotation = t.eulerAngles;
+ rms[objIndex].currentScale = t.lossyScale;
+ }
+
+ public void UpdateMaterialProperties(bool forceNow = false) {
+ if (forceNow || !Application.isPlaying) {
+ requireUpdateMaterial = false;
+ UpdateMaterialPropertiesNow();
+ } else {
+ requireUpdateMaterial = true;
+ }
+ }
+
+
+ void UpdateMaterialPropertiesNow() {
+
+ if (rms == null)
+ return;
+
+ if (ignore) {
+ _highlighted = false;
+ }
+
+ maskRequired = (_highlighted && (outline > 0 || (glow > 0 && !glowIgnoreMask))) || seeThrough != SeeThroughMode.Never || (targetFX && targetFXAlignToGround);
+
+ Color seeThroughTintColor = this.seeThroughTintColor;
+ seeThroughTintColor.a = this.seeThroughTintAlpha;
+
+ if (lastOutlineVisibility != outlineVisibility) {
+ // change by scripting?
+ if (glowQuality == QualityLevel.Highest && outlineQuality == QualityLevel.Highest) {
+ glowVisibility = outlineVisibility;
+ }
+ lastOutlineVisibility = outlineVisibility;
+ }
+ if (outlineWidth < 0) {
+ outlineWidth = 0;
+ }
+ if (outlineQuality == QualityLevel.Medium) {
+ outlineOffsetsMin = 4; outlineOffsetsMax = 7;
+ } else if (outlineQuality == QualityLevel.High) {
+ outlineOffsetsMin = 0; outlineOffsetsMax = 7;
+ } else {
+ outlineOffsetsMin = outlineOffsetsMax = 0;
+ }
+ if (glowWidth < 0) {
+ glowWidth = 0;
+ }
+ if (glowQuality == QualityLevel.Medium) {
+ glowOffsetsMin = 4; glowOffsetsMax = 7;
+ } else if (glowQuality == QualityLevel.High) {
+ glowOffsetsMin = 0; glowOffsetsMax = 7;
+ } else {
+ glowOffsetsMin = glowOffsetsMax = 0;
+ }
+ if (targetFXTransitionDuration <= 0) {
+ targetFXTransitionDuration = 0.0001f;
+ }
+ if (targetFXStayDuration <= 0) {
+ targetFXStayDuration = 0;
+ }
+ if (seeThroughDepthOffset < 0) {
+ seeThroughDepthOffset = 0;
+ }
+ if (seeThroughMaxDepth < 0) {
+ seeThroughMaxDepth = 0;
+ }
+ if (seeThroughBorderWidth < 0) {
+ seeThroughBorderWidth = 0;
+ }
+ if (targetFXFadePower < 0) {
+ targetFXFadePower = 0;
+ }
+
+ // Setup materials
+
+ // Outline
+ float scaledOutlineWidth = (outlineQuality == QualityLevel.High || normalsOption == NormalsOption.Planar) ? 0f : outlineWidth / 100f;
+ Material matOutline = fxMatOutline;
+ matOutline.SetFloat(ShaderParams.OutlineWidth, scaledOutlineWidth);
+ matOutline.SetFloat(ShaderParams.OutlineVertexWidth, normalsOption == NormalsOption.Planar ? outlineWidth / 100f : 0);
+ matOutline.SetVector(ShaderParams.OutlineDirection, Vector3.zero);
+ matOutline.SetInt(ShaderParams.OutlineZTest, GetZTestValue(outlineVisibility));
+ matOutline.SetInt(ShaderParams.Cull, cullBackFaces ? (int)CullMode.Back : (int)CullMode.Off);
+ matOutline.SetFloat(ShaderParams.ConstantWidth, constantWidth ? 1.0f : 0);
+
+ bool useSmoothOutline = outline > 0 && outlineQuality == QualityLevel.Highest;
+ if (useSmoothOutline) {
+ CheckBlurCommandBuffer();
+ fxMatComposeOutline.SetInt(ShaderParams.Cull, cullBackFaces ? (int)CullMode.Back : (int)CullMode.Off);
+ fxMatBlurOutline.SetFloat(ShaderParams.BlurScale, outlineWidth / outlineDownsampling);
+ }
+
+ // Outer Glow
+ Material matGlow = fxMatGlow;
+ matGlow.SetVector(ShaderParams.Glow2, new Vector3(normalsOption == NormalsOption.Planar ? 0 : outlineWidth / 100f, glowAnimationSpeed, glowDithering ? 0 : 1));
+ matGlow.SetInt(ShaderParams.GlowZTest, GetZTestValue(glowVisibility));
+ matGlow.SetInt(ShaderParams.Cull, cullBackFaces ? (int)CullMode.Back : (int)CullMode.Off);
+ matGlow.SetFloat(ShaderParams.ConstantWidth, constantWidth ? 1.0f : 0);
+ matGlow.SetInt(ShaderParams.GlowStencilOp, glowBlendPasses ? (int)StencilOp.Keep : (int)StencilOp.Replace);
+ matGlow.SetInt(ShaderParams.GlowStencilComp, glowIgnoreMask ? (int)CompareFunction.Always : (int)CompareFunction.NotEqual);
+
+ bool useSmoothGlow = glow > 0 && glowQuality == QualityLevel.Highest;
+ if (useSmoothGlow) {
+ CheckBlurCommandBuffer();
+ fxMatComposeGlow.SetInt(ShaderParams.Cull, cullBackFaces ? (int)CullMode.Back : (int)CullMode.Off);
+ fxMatComposeGlow.SetInt(ShaderParams.GlowStencilComp, glowIgnoreMask ? (int)CompareFunction.Always : (int)CompareFunction.NotEqual);
+ if (glowBlendMode == GlowBlendMode.Additive) {
+ fxMatComposeGlow.SetInt(ShaderParams.BlendSrc, (int)BlendMode.One);
+ fxMatComposeGlow.SetInt(ShaderParams.BlendDst, (int)BlendMode.One);
+ } else {
+ fxMatComposeGlow.SetInt(ShaderParams.BlendSrc, (int)BlendMode.SrcAlpha);
+ fxMatComposeGlow.SetInt(ShaderParams.BlendDst, (int)BlendMode.OneMinusSrcAlpha);
+ }
+ fxMatBlurGlow.SetFloat(ShaderParams.BlurScale, glowWidth / glowDownsampling);
+ fxMatBlurGlow.SetFloat(ShaderParams.Speed, glowAnimationSpeed);
+ }
+ // Target
+ if (targetFX) {
+ if (targetFXTexture == null) {
+ targetFXTexture = Resources.Load("HighlightPlus/target");
+ }
+ fxMatTarget.mainTexture = targetFXTexture;
+ fxMatTarget.SetInt(ShaderParams.ZTest, GetZTestValue(targetFXVisibility));
+ }
+
+ // Per object materials
+ bool renderMaskOnTop = _highlighted && ((outline > 0 && outlineVisibility != Visibility.Normal) || (glow > 0 && glowVisibility != Visibility.Normal) || (innerGlow > 0 && innerGlowVisibility != Visibility.Normal));
+ for (int k = 0; k < rmsCount; k++) {
+
+ if (rms[k].mesh != null) {
+
+ Renderer renderer = rms[k].renderer;
+ if (renderer == null)
+ continue;
+
+ // Mask, See-through & Overlay per submesh
+ for (int l = 0; l < rms[k].mesh.subMeshCount; l++) {
+ if (((1 << l) & subMeshMask) == 0) continue;
+
+ Material mat = null;
+ renderer.GetSharedMaterials(rendererSharedMaterials);
+ if (l < rendererSharedMaterials.Count) {
+ mat = rendererSharedMaterials[l];
+ }
+ if (mat == null)
+ continue;
+
+ bool hasTexture = mat.HasProperty(ShaderParams.MainTex);
+ bool useAlphaTest = alphaCutOff > 0 && hasTexture;
+
+ // Mask
+ if (rms[k].fxMatMask != null && rms[k].fxMatMask.Length > l) {
+ Material fxMat = rms[k].fxMatMask[l];
+ if (fxMat != null) {
+ if (hasTexture) {
+ Texture texture = mat.mainTexture;
+ fxMat.mainTexture = texture;
+ fxMat.mainTextureOffset = mat.mainTextureOffset;
+ fxMat.mainTextureScale = mat.mainTextureScale;
+ }
+ if (useAlphaTest) {
+ fxMat.SetFloat(ShaderParams.CutOff, alphaCutOff);
+ fxMat.EnableKeyword(ShaderParams.SKW_ALPHACLIP);
+ } else {
+ fxMat.DisableKeyword(ShaderParams.SKW_ALPHACLIP);
+ }
+ if (depthClip && !renderMaskOnTop) {
+ fxMat.EnableKeyword(ShaderParams.SKW_DEPTHCLIP);
+ } else {
+ fxMat.DisableKeyword(ShaderParams.SKW_DEPTHCLIP);
+ }
+ fxMat.SetInt(ShaderParams.Cull, cullBackFaces ? (int)CullMode.Back : (int)CullMode.Off);
+ }
+ }
+
+ // See-through inner
+ bool usesSeeThroughBorder = rms[k].fxMatSeeThroughBorder != null && rms[k].fxMatSeeThroughBorder.Length > l && (seeThroughBorder * seeThroughBorderWidth > 0);
+ if (rms[k].fxMatSeeThroughInner != null && rms[k].fxMatSeeThroughInner.Length > l) {
+ Material fxMat = rms[k].fxMatSeeThroughInner[l];
+ if (fxMat != null) {
+ fxMat.SetFloat(ShaderParams.SeeThrough, seeThroughIntensity);
+ fxMat.SetFloat(ShaderParams.SeeThroughNoise, seeThroughNoise);
+ fxMat.SetColor(ShaderParams.SeeThroughTintColor, seeThroughTintColor);
+ if (seeThroughOccluderMaskAccurate && seeThroughOccluderMask != -1) {
+ fxMat.SetInt(ShaderParams.SeeThroughStencilRef, 1);
+ fxMat.SetInt(ShaderParams.SeeThroughStencilComp, (int)CompareFunction.Equal);
+ fxMat.SetInt(ShaderParams.SeeThroughStencilPassOp, (int)StencilOp.Zero);
+ } else {
+ fxMat.SetInt(ShaderParams.SeeThroughStencilRef, 2);
+ fxMat.SetInt(ShaderParams.SeeThroughStencilComp, (int)CompareFunction.Greater);
+ fxMat.SetInt(ShaderParams.SeeThroughStencilPassOp, (int)StencilOp.Replace);
+ }
+ if (seeThroughOrdered) {
+ fxMat.SetInt(ShaderParams.ZTest, (int)CompareFunction.LessEqual);
+ fxMat.SetInt(ShaderParams.SeeThroughOrdered, 1);
+ } else {
+ fxMat.SetInt(ShaderParams.ZTest, (int)CompareFunction.Greater);
+ fxMat.SetInt(ShaderParams.SeeThroughOrdered, 0);
+ }
+ if (hasTexture) {
+ Texture texture = mat.mainTexture;
+ fxMat.mainTexture = texture;
+ fxMat.mainTextureOffset = mat.mainTextureOffset;
+ fxMat.mainTextureScale = mat.mainTextureScale;
+ }
+ if (useAlphaTest) {
+ fxMat.SetFloat(ShaderParams.CutOff, alphaCutOff);
+ fxMat.EnableKeyword(ShaderParams.SKW_ALPHACLIP);
+ } else {
+ fxMat.DisableKeyword(ShaderParams.SKW_ALPHACLIP);
+ }
+ if (seeThroughDepthOffset > 0 || seeThroughMaxDepth > 0) {
+ fxMat.SetFloat(ShaderParams.SeeThroughDepthOffset, seeThroughDepthOffset > 0 ? seeThroughDepthOffset : -1);
+ fxMat.SetFloat(ShaderParams.SeeThroughMaxDepth, seeThroughMaxDepth > 0 ? seeThroughMaxDepth : 999999);
+ fxMat.EnableKeyword(ShaderParams.SKW_DEPTH_OFFSET);
+ } else {
+ fxMat.DisableKeyword(ShaderParams.SKW_DEPTH_OFFSET);
+ }
+ if (seeThroughBorderOnly) {
+ fxMat.EnableKeyword(ShaderParams.SKW_SEETHROUGH_ONLY_BORDER);
+ } else {
+ fxMat.DisableKeyword(ShaderParams.SKW_SEETHROUGH_ONLY_BORDER);
+ }
+ }
+ }
+
+ // See-through border
+ if (usesSeeThroughBorder) {
+ Material fxMat = rms[k].fxMatSeeThroughBorder[l];
+ if (fxMat != null) {
+ fxMat.SetColor(ShaderParams.SeeThroughBorderColor, new Color(seeThroughBorderColor.r, seeThroughBorderColor.g, seeThroughBorderColor.b, seeThroughBorder));
+ fxMat.SetFloat(ShaderParams.SeeThroughBorderWidth, (seeThroughBorder * seeThroughBorderWidth) > 0 ? seeThroughBorderWidth / 100f : 0);
+ fxMat.SetFloat(ShaderParams.SeeThroughBorderConstantWidth, constantWidth ? 1.0f : 0);
+ if (seeThroughOccluderMaskAccurate && seeThroughOccluderMask != -1) {
+ fxMat.SetInt(ShaderParams.SeeThroughStencilRef, 1);
+ fxMat.SetInt(ShaderParams.SeeThroughStencilComp, (int)CompareFunction.Equal);
+ fxMat.SetInt(ShaderParams.SeeThroughStencilPassOp, (int)StencilOp.Zero);
+ } else {
+ fxMat.SetInt(ShaderParams.SeeThroughStencilRef, 2);
+ fxMat.SetInt(ShaderParams.SeeThroughStencilComp, (int)CompareFunction.Greater);
+ fxMat.SetInt(ShaderParams.SeeThroughStencilPassOp, (int)StencilOp.Replace);
+ }
+ if (seeThroughOrdered) {
+ fxMat.SetInt(ShaderParams.ZTest, (int)CompareFunction.LessEqual);
+ fxMat.SetInt(ShaderParams.SeeThroughOrdered, 1);
+ } else {
+ fxMat.SetInt(ShaderParams.ZTest, (int)CompareFunction.Greater);
+ fxMat.SetInt(ShaderParams.SeeThroughOrdered, 0);
+ }
+ if (hasTexture) {
+ Texture texture = mat.mainTexture;
+ fxMat.mainTexture = texture;
+ fxMat.mainTextureOffset = mat.mainTextureOffset;
+ fxMat.mainTextureScale = mat.mainTextureScale;
+ }
+ if (useAlphaTest) {
+ fxMat.SetFloat(ShaderParams.CutOff, alphaCutOff);
+ fxMat.EnableKeyword(ShaderParams.SKW_ALPHACLIP);
+ } else {
+ fxMat.DisableKeyword(ShaderParams.SKW_ALPHACLIP);
+ }
+ if (seeThroughDepthOffset > 0 || seeThroughMaxDepth > 0) {
+ fxMat.SetFloat(ShaderParams.SeeThroughDepthOffset, seeThroughDepthOffset > 0 ? seeThroughDepthOffset : -1);
+ fxMat.SetFloat(ShaderParams.SeeThroughMaxDepth, seeThroughMaxDepth > 0 ? seeThroughMaxDepth : 999999);
+ fxMat.EnableKeyword(ShaderParams.SKW_DEPTH_OFFSET);
+ } else {
+ fxMat.DisableKeyword(ShaderParams.SKW_DEPTH_OFFSET);
+ }
+ }
+ }
+
+ // Overlay
+ if (rms[k].fxMatOverlay != null && rms[k].fxMatOverlay.Length > l) {
+ Material fxMat = rms[k].fxMatOverlay[l];
+ if (fxMat != null) {
+ if (hasTexture) {
+ Texture texture = mat.mainTexture;
+ fxMat.mainTexture = texture;
+ fxMat.mainTextureOffset = mat.mainTextureOffset;
+ fxMat.mainTextureScale = mat.mainTextureScale;
+ }
+ if (mat.HasProperty(ShaderParams.Color)) {
+ fxMat.SetColor(ShaderParams.OverlayBackColor, mat.GetColor(ShaderParams.Color));
+ }
+ fxMat.SetInt(ShaderParams.Cull, cullBackFaces ? (int)CullMode.Back : (int)CullMode.Off);
+ if (overlayTexture != null) {
+ fxMat.SetTexture(ShaderParams.OverlayTexture, overlayTexture);
+ fxMat.EnableKeyword(ShaderParams.SKW_USES_OVERLAY_TEXTURE);
+ } else {
+ fxMat.DisableKeyword(ShaderParams.SKW_USES_OVERLAY_TEXTURE);
+ }
+ if (useAlphaTest) {
+ fxMat.SetFloat(ShaderParams.CutOff, alphaCutOff);
+ fxMat.EnableKeyword(ShaderParams.SKW_ALPHACLIP);
+ } else {
+ fxMat.DisableKeyword(ShaderParams.SKW_ALPHACLIP);
+ }
+ }
+ }
+
+ // Inner Glow
+ if (rms[k].fxMatInnerGlow != null && rms[k].fxMatInnerGlow.Length > l) {
+ Material fxMat = rms[k].fxMatInnerGlow[l];
+ if (fxMat != null) {
+ if (hasTexture) {
+ Texture texture = mat.mainTexture;
+ fxMat.mainTexture = texture;
+ fxMat.mainTextureOffset = mat.mainTextureOffset;
+ fxMat.mainTextureScale = mat.mainTextureScale;
+ }
+ fxMat.SetFloat(ShaderParams.InnerGlowWidth, innerGlowWidth);
+ fxMat.SetInt(ShaderParams.InnerGlowZTest, GetZTestValue(innerGlowVisibility));
+ fxMat.SetInt(ShaderParams.Cull, cullBackFaces ? (int)CullMode.Back : (int)CullMode.Off);
+ if (useAlphaTest) {
+ fxMat.SetFloat(ShaderParams.CutOff, alphaCutOff);
+ fxMat.EnableKeyword(ShaderParams.SKW_ALPHACLIP);
+ } else {
+ fxMat.DisableKeyword(ShaderParams.SKW_ALPHACLIP);
+ }
+ }
+ }
+
+ // Solid Color for smooth glow
+ if (rms[k].fxMatSolidColor != null && rms[k].fxMatSolidColor.Length > l) {
+ Material fxMat = rms[k].fxMatSolidColor[l];
+ if (fxMat != null) {
+ fxMat.color = glowHQColor;
+ fxMat.SetInt(ShaderParams.Cull, cullBackFaces ? (int)CullMode.Back : (int)CullMode.Off);
+ fxMat.SetInt(ShaderParams.ZTest, GetZTestValue(useSmoothGlow ? glowVisibility : outlineVisibility));
+ if (hasTexture) {
+ Texture texture = mat.mainTexture;
+ fxMat.mainTexture = texture;
+ fxMat.mainTextureOffset = mat.mainTextureOffset;
+ fxMat.mainTextureScale = mat.mainTextureScale;
+ }
+ if (useAlphaTest) {
+ fxMat.SetFloat(ShaderParams.CutOff, alphaCutOff);
+ fxMat.EnableKeyword(ShaderParams.SKW_ALPHACLIP);
+ } else {
+ fxMat.DisableKeyword(ShaderParams.SKW_ALPHACLIP);
+ }
+ if (depthClip && !renderMaskOnTop) {
+ fxMat.EnableKeyword(ShaderParams.SKW_DEPTHCLIP);
+ } else {
+ fxMat.DisableKeyword(ShaderParams.SKW_DEPTHCLIP);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ float ComputeCameraDistanceFade(Vector3 position, Transform cameraTransform) {
+ Vector3 heading = position - cameraTransform.position;
+ float distance = Vector3.Dot(heading, cameraTransform.forward);
+ if (distance < cameraDistanceFadeNear) {
+ return 1f - Mathf.Min(1f, cameraDistanceFadeNear - distance);
+ }
+ if (distance > cameraDistanceFadeFar) {
+ return 1f - Mathf.Min(1f, distance - cameraDistanceFadeFar);
+ }
+ return 1f;
+ }
+
+ int GetZTestValue(Visibility param) {
+ switch (param) {
+ case Visibility.AlwaysOnTop:
+ return (int)CompareFunction.Always;
+ case Visibility.OnlyWhenOccluded:
+ return (int)CompareFunction.Greater;
+ default:
+ return (int)CompareFunction.LessEqual;
+ }
+ }
+
+ void BuildQuad() {
+ quadMesh = new Mesh();
+
+ // Setup vertices
+ Vector3[] newVertices = new Vector3[4];
+ float halfHeight = 0.5f;
+ float halfWidth = 0.5f;
+ newVertices[0] = new Vector3(-halfWidth, -halfHeight, 0);
+ newVertices[1] = new Vector3(-halfWidth, halfHeight, 0);
+ newVertices[2] = new Vector3(halfWidth, -halfHeight, 0);
+ newVertices[3] = new Vector3(halfWidth, halfHeight, 0);
+
+ // Setup UVs
+ Vector2[] newUVs = new Vector2[newVertices.Length];
+ newUVs[0] = new Vector2(0, 0);
+ newUVs[1] = new Vector2(0, 1);
+ newUVs[2] = new Vector2(1, 0);
+ newUVs[3] = new Vector2(1, 1);
+
+ // Setup triangles
+ int[] newTriangles = { 0, 1, 2, 3, 2, 1 };
+
+ // Setup normals
+ Vector3[] newNormals = new Vector3[newVertices.Length];
+ for (int i = 0; i < newNormals.Length; i++) {
+ newNormals[i] = Vector3.forward;
+ }
+
+ // Create quad
+ quadMesh.vertices = newVertices;
+ quadMesh.uv = newUVs;
+ quadMesh.triangles = newTriangles;
+ quadMesh.normals = newNormals;
+
+ quadMesh.RecalculateBounds();
+ }
+
+ void BuildCube() {
+ cubeMesh = Resources.GetBuiltinResource("Cube.fbx");
+ }
+
+
+ ///
+ /// Returns true if a given transform is included in this effect
+ ///
+ public bool Includes(Transform transform) {
+ for (int k = 0; k < rmsCount; k++) {
+ if (rms[k].transform == transform) return true;
+ }
+ return false;
+ }
+
+ ///
+ /// Updates profile glow color
+ ///
+ public void SetGlowColor(Color color) {
+ if (glowPasses != null) {
+ for (int k = 0; k < glowPasses.Length; k++) {
+ glowPasses[k].color = color;
+ }
+ }
+ glowHQColor = color;
+ UpdateMaterialProperties();
+ }
+
+
+ #region Normals handling
+
+ static List vertices;
+ static List normals;
+ static Vector3[] newNormals;
+ static int[] matches;
+ static readonly Dictionary vv = new Dictionary();
+ static readonly Dictionary smoothMeshes = new Dictionary();
+ static readonly Dictionary reorientedMeshes = new Dictionary();
+ static readonly Dictionary combinedMeshes = new Dictionary();
+ static readonly List rendererSharedMaterials = new List();
+ int combinedMeshesHashId;
+
+ void AverageNormals(int objIndex) {
+ if (rms == null || objIndex >= rms.Length) return;
+ Mesh mesh = rms[objIndex].mesh;
+
+ Mesh newMesh;
+ int hashCode = mesh.GetHashCode();
+ if (!smoothMeshes.TryGetValue(hashCode, out newMesh) || newMesh == null) {
+ if (!mesh.isReadable) return;
+ if (normals == null) {
+ normals = new List();
+ } else {
+ normals.Clear();
+ }
+ mesh.GetNormals(normals);
+ int normalsCount = normals.Count;
+ if (normalsCount == 0)
+ return;
+ if (vertices == null) {
+ vertices = new List();
+ } else {
+ vertices.Clear();
+ }
+ mesh.GetVertices(vertices);
+ int vertexCount = vertices.Count;
+ if (normalsCount < vertexCount) {
+ vertexCount = normalsCount;
+ }
+ if (newNormals == null || newNormals.Length < vertexCount) {
+ newNormals = new Vector3[vertexCount];
+ } else {
+ Vector3 zero = Vector3.zero;
+ for (int k = 0; k < vertexCount; k++) {
+ newNormals[k] = zero;
+ }
+ }
+ if (matches == null || matches.Length < vertexCount) {
+ matches = new int[vertexCount];
+ }
+ // Locate overlapping vertices
+ vv.Clear();
+ for (int k = 0; k < vertexCount; k++) {
+ int i;
+ Vector3 v = vertices[k];
+ if (!vv.TryGetValue(v, out i)) {
+ vv[v] = i = k;
+ }
+ matches[k] = i;
+ }
+ // Average normals
+ for (int k = 0; k < vertexCount; k++) {
+ int match = matches[k];
+ newNormals[match] += normals[k];
+ }
+ for (int k = 0; k < vertexCount; k++) {
+ int match = matches[k];
+ normals[k] = newNormals[match].normalized;
+ }
+ // Reassign normals
+ newMesh = Instantiate(mesh);
+ newMesh.SetNormals(normals);
+ smoothMeshes[hashCode] = newMesh;
+ }
+ rms[objIndex].mesh = newMesh;
+ }
+
+
+ void ReorientNormals(int objIndex) {
+ if (rms == null || objIndex >= rms.Length) return;
+ Mesh mesh = rms[objIndex].mesh;
+
+ Mesh newMesh;
+ int hashCode = mesh.GetHashCode();
+ if (!reorientedMeshes.TryGetValue(hashCode, out newMesh) || newMesh == null) {
+ if (!mesh.isReadable) return;
+ if (normals == null) {
+ normals = new List();
+ } else {
+ normals.Clear();
+ }
+ if (vertices == null) {
+ vertices = new List();
+ } else {
+ vertices.Clear();
+ }
+ mesh.GetVertices(vertices);
+ int vertexCount = vertices.Count;
+ if (vertexCount == 0) return;
+
+ Vector3 mid = Vector3.zero;
+ for (int k = 0; k < vertexCount; k++) {
+ mid += vertices[k];
+ }
+ mid /= vertexCount;
+ // Average normals
+ for (int k = 0; k < vertexCount; k++) {
+ normals.Add((vertices[k] - mid).normalized);
+ }
+ // Reassign normals
+ newMesh = Instantiate(mesh);
+ newMesh.SetNormals(normals);
+ reorientedMeshes[hashCode] = newMesh;
+ }
+ rms[objIndex].mesh = newMesh;
+ }
+
+ const int MAX_VERTEX_COUNT = 65535;
+ void CombineMeshes() {
+
+ // Combine meshes of group into the first mesh in rms
+ if (combineInstances == null || combineInstances.Length != rmsCount) {
+ combineInstances = new CombineInstance[rmsCount];
+ }
+ int first = -1;
+ int count = 0;
+ combinedMeshesHashId = 0;
+ int vertexCount = 0;
+ Matrix4x4 im = matrix4X4Identity;
+ for (int k = 0; k < rmsCount; k++) {
+ combineInstances[k].mesh = null;
+ if (!rms[k].isSkinnedMesh) {
+ Mesh mesh = rms[k].mesh;
+ if (mesh != null && mesh.isReadable) {
+ if (vertexCount + mesh.vertexCount > MAX_VERTEX_COUNT) continue;
+
+ combineInstances[k].mesh = mesh;
+ int instanceId = rms[k].renderer.gameObject.GetInstanceID();
+ if (first < 0) {
+ first = k;
+ combinedMeshesHashId = instanceId;
+ im = rms[k].transform.worldToLocalMatrix;
+ } else {
+ combinedMeshesHashId ^= instanceId;
+ rms[k].mesh = null;
+ }
+ combineInstances[k].transform = im * rms[k].transform.localToWorldMatrix;
+ count++;
+ }
+ }
+ }
+ if (count < 2) return;
+
+ Mesh combinedMesh;
+ if (!combinedMeshes.TryGetValue(combinedMeshesHashId, out combinedMesh) || combinedMesh == null) {
+ combinedMesh = new Mesh();
+ combinedMesh.CombineMeshes(combineInstances, true, true);
+ combinedMeshes[combinedMeshesHashId] = combinedMesh;
+ }
+ rms[first].mesh = combinedMesh;
+ rms[first].isCombined = true;
+ }
+
+ #endregion
+
+ }
+}
diff --git a/Assets/HighlightPlus/Scripts/HighlightEffect.cs.meta b/Assets/HighlightPlus/Scripts/HighlightEffect.cs.meta
new file mode 100644
index 0000000..0ad03a7
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/HighlightEffect.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 888380afc233049ce9e618f9f36c8ba8
+timeCreated: 1545593776
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 900
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Scripts/HighlightEffectActions.cs b/Assets/HighlightPlus/Scripts/HighlightEffectActions.cs
new file mode 100644
index 0000000..ffacad6
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/HighlightEffectActions.cs
@@ -0,0 +1,86 @@
+锘縰sing UnityEngine;
+
+namespace HighlightPlus {
+
+ public enum HitFxMode {
+ Overlay = 0,
+ InnerGlow = 1,
+ LocalHit = 2
+ }
+
+ public partial class HighlightEffect : MonoBehaviour {
+
+ [Range(0,1)] public float hitFxInitialIntensity;
+ public HitFxMode hitFxMode = HitFxMode.Overlay;
+ public float hitFxFadeOutDuration = 0.25f;
+ [ColorUsage(true, true)] public Color hitFxColor = Color.white;
+ public float hitFxRadius = 0.5f;
+
+ float hitInitialIntensity;
+ float hitStartTime;
+ float hitFadeOutDuration;
+ Color hitColor;
+ bool hitActive;
+ Vector3 hitPosition;
+ float hitRadius;
+
+ ///
+ /// Performs a hit effect using default values
+ ///
+ public void HitFX() {
+ HitFX(hitFxColor, hitFxFadeOutDuration, hitFxInitialIntensity);
+ }
+
+ ///
+ /// Performs a hit effect localized at hit position and radius with default values
+ ///
+ public void HitFX(Vector3 position) {
+ HitFX(hitFxColor, hitFxFadeOutDuration, hitFxInitialIntensity, position, hitFxRadius);
+
+ }
+
+ ///
+ /// Performs a hit effect using desired color, fade out duration and optionally initial intensity (0-1)
+ ///
+ public void HitFX(Color color, float fadeOutDuration, float initialIntensity = 1f) {
+ hitInitialIntensity = initialIntensity;
+ hitFadeOutDuration = fadeOutDuration;
+ hitColor = color;
+ hitStartTime = Time.time;
+ hitActive = true;
+ if (overlay == 0) {
+ UpdateMaterialProperties();
+ }
+ }
+
+
+ ///
+ /// Performs a hit effect using desired color, fade out duration, initial intensity (0-1), hit position and radius of effect
+ ///
+ public void HitFX(Color color, float fadeOutDuration, float initialIntensity, Vector3 position, float radius) {
+ hitInitialIntensity = initialIntensity;
+ hitFadeOutDuration = fadeOutDuration;
+ hitColor = color;
+ hitStartTime = Time.time;
+ hitActive = true;
+ hitPosition = position;
+ hitRadius = radius;
+ if (overlay == 0) {
+ UpdateMaterialProperties();
+ }
+ }
+
+ ///
+ /// Initiates the target FX on demand using predefined configuration (see targetFX... properties)
+ ///
+ public void TargetFX() {
+ targetFxStartTime = Time.time;
+ if (!targetFX) {
+ targetFX = true;
+ UpdateMaterialProperties();
+ }
+ }
+
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Scripts/HighlightEffectActions.cs.meta b/Assets/HighlightPlus/Scripts/HighlightEffectActions.cs.meta
new file mode 100644
index 0000000..1461989
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/HighlightEffectActions.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: e749f80d0d29a49d49d6e0f4752065cd
+timeCreated: 1542876337
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Scripts/HighlightEffectOccluderManager.cs b/Assets/HighlightPlus/Scripts/HighlightEffectOccluderManager.cs
new file mode 100644
index 0000000..cea1b85
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/HighlightEffectOccluderManager.cs
@@ -0,0 +1,263 @@
+锘縰sing System;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Rendering;
+
+namespace HighlightPlus {
+
+
+ public partial class HighlightEffect : MonoBehaviour {
+
+ static readonly List occluders = new List();
+ static readonly Dictionary occludersFrameCount = new Dictionary();
+ static CommandBuffer cbOccluder;
+ static Material fxMatOccluder;
+ static RaycastHit[] hits;
+
+ ///
+ /// True if the see-through is cancelled by an occluder using raycast method
+ ///
+ public bool IsSeeThroughOccluded(Camera cam) {
+ // Compute bounds
+ Bounds bounds = new Bounds();
+ for (int r = 0; r < rms.Length; r++) {
+ if (rms[r].renderer != null) {
+ if (bounds.size.x == 0) {
+ bounds = rms[r].renderer.bounds;
+ } else {
+ bounds.Encapsulate(rms[r].renderer.bounds);
+ }
+ }
+ }
+ Vector3 pos = bounds.center;
+ Vector3 camPos = cam.transform.position;
+ Vector3 offset = pos - camPos;
+ float maxDistance = Vector3.Distance(pos, camPos);
+ if (hits == null || hits.Length == 0) {
+ hits = new RaycastHit[64];
+ }
+ int occludersCount = occluders.Count;
+ int hitCount = Physics.BoxCastNonAlloc(pos - offset, bounds.extents * 0.9f, offset.normalized, hits, Quaternion.identity, maxDistance);
+ for (int k = 0; k < hitCount; k++) {
+ for (int j = 0; j < occludersCount; j++) {
+ if (hits[k].collider.transform == occluders[j].transform) {
+ return true;
+ }
+ }
+ }
+ return false;
+ }
+
+ public static void RegisterOccluder(HighlightSeeThroughOccluder occluder) {
+ if (!occluders.Contains(occluder)) {
+ occluders.Add(occluder);
+ }
+ }
+
+ public static void UnregisterOccluder(HighlightSeeThroughOccluder occluder) {
+ if (occluders.Contains(occluder)) {
+ occluders.Remove(occluder);
+ }
+ }
+
+ ///
+ /// Test see-through occluders.
+ ///
+ /// The camera to be tested
+ /// Returns true if there's no raycast-based occluder cancelling the see-through effect
+ public bool RenderSeeThroughOccluders(Camera cam) {
+
+ int occludersCount = occluders.Count;
+ if (occludersCount == 0 || rmsCount == 0) return true;
+
+ bool useRayCastCheck = false;
+ // Check if raycast method is needed
+ for (int k = 0; k < occludersCount; k++) {
+ HighlightSeeThroughOccluder occluder = occluders[k];
+ if (occluder == null || !occluder.isActiveAndEnabled) continue;
+ if (occluder.detectionMethod == DetectionMethod.RayCast) {
+ useRayCastCheck = true;
+ break;
+ }
+ }
+ if (useRayCastCheck) {
+ if (IsSeeThroughOccluded(cam)) return false;
+ }
+
+ // do not render see-through occluders more than once this frame per camera (there can be many highlight effect scripts in the scene, we only need writing to stencil once)
+ int lastFrameCount;
+ occludersFrameCount.TryGetValue(cam, out lastFrameCount);
+ int currentFrameCount = Time.frameCount;
+ if (currentFrameCount == lastFrameCount) return true;
+ occludersFrameCount[cam] = currentFrameCount;
+
+ if (cbOccluder == null) {
+ cbOccluder = new CommandBuffer();
+ cbOccluder.name = "Occluder";
+ }
+
+ if (fxMatOccluder == null) {
+ InitMaterial(ref fxMatOccluder, "HighlightPlus/Geometry/SeeThroughOccluder");
+ if (fxMatOccluder == null) return true;
+ }
+
+ cbOccluder.Clear();
+ for (int k = 0; k < occludersCount; k++) {
+ HighlightSeeThroughOccluder occluder = occluders[k];
+ if (occluder == null || !occluder.isActiveAndEnabled) continue;
+ if (occluder.detectionMethod == DetectionMethod.Stencil) {
+ if (occluder.meshData == null || occluder.meshData.Length == 0) continue;
+ // Per renderer
+ for (int m = 0; m < occluder.meshData.Length; m++) {
+ // Per submesh
+ Renderer renderer = occluder.meshData[m].renderer;
+ if (renderer.isVisible) {
+ for (int s = 0; s < occluder.meshData[m].subMeshCount; s++) {
+ cbOccluder.DrawRenderer(renderer, fxMatOccluder, s);
+ }
+ }
+ }
+ }
+ }
+ Graphics.ExecuteCommandBuffer(cbOccluder);
+
+ return true;
+ }
+
+ bool CheckOcclusion(Camera cam) {
+
+ float now = Time.time;
+ int frameCount = Time.frameCount; // ensure all cameras are checked this frame
+
+ if (Time.time - occlusionCheckLastTime < seeThroughOccluderCheckInterval && Application.isPlaying && occlusionRenderFrame != frameCount) return lastOcclusionTestResult;
+ occlusionCheckLastTime = now;
+ occlusionRenderFrame = frameCount;
+
+ if (rms.Length == 0 || rms[0].renderer == null) return false;
+
+ Vector3 camPos = cam.transform.position;
+
+ if (seeThroughOccluderCheckIndividualObjects) {
+ for (int r = 0; r < rms.Length; r++) {
+ if (rms[r].renderer != null) {
+ Bounds bounds = rms[r].renderer.bounds;
+ Vector3 pos = bounds.center;
+ float maxDistance = Vector3.Distance(pos, camPos);
+ if (Physics.BoxCast(pos, bounds.extents * seeThroughOccluderThreshold, (camPos - pos).normalized, Quaternion.identity, maxDistance, seeThroughOccluderMask)) {
+ lastOcclusionTestResult = true;
+ return true;
+ }
+ }
+ }
+ lastOcclusionTestResult = false;
+ return false;
+ } else {
+ // Compute bounds
+ Bounds bounds = rms[0].renderer.bounds;
+ for (int r = 1; r < rms.Length; r++) {
+ if (rms[r].renderer != null) {
+ bounds.Encapsulate(rms[r].renderer.bounds);
+ }
+ }
+ Vector3 pos = bounds.center;
+ float maxDistance = Vector3.Distance(pos, camPos);
+ lastOcclusionTestResult = Physics.BoxCast(pos, bounds.extents * seeThroughOccluderThreshold, (camPos - pos).normalized, Quaternion.identity, maxDistance, seeThroughOccluderMask);
+ return lastOcclusionTestResult;
+ }
+ }
+
+
+ const int MAX_OCCLUDER_HITS = 50;
+ static RaycastHit[] occluderHits;
+ readonly Dictionary> cachedOccludersPerCamera = new Dictionary>();
+
+ void AddWithoutRepetition(List target, List source) {
+ int sourceCount = source.Count;
+ for (int k = 0; k < sourceCount; k++) {
+ T entry = source[k];
+ if (entry != null && !target.Contains(entry)) {
+ target.Add(entry);
+ }
+ }
+ }
+
+ void CheckOcclusionAccurate(Camera cam) {
+
+ List occluderRenderers;
+ if (!cachedOccludersPerCamera.TryGetValue(cam, out occluderRenderers)) {
+ occluderRenderers = new List();
+ cachedOccludersPerCamera[cam] = occluderRenderers;
+ }
+
+ float now = Time.time;
+ int frameCount = Time.frameCount; // ensure all cameras are checked this frame
+ bool reuse = Time.time - occlusionCheckLastTime < seeThroughOccluderCheckInterval && Application.isPlaying && occlusionRenderFrame != frameCount;
+
+ if (!reuse) {
+ if (rms.Length == 0 || rms[0].renderer == null) return;
+
+ occlusionCheckLastTime = now;
+ occlusionRenderFrame = frameCount;
+ Quaternion quaternionIdentity = Quaternion.identity;
+ Vector3 camPos = cam.transform.position;
+
+ occluderRenderers.Clear();
+
+ if (occluderHits == null || occluderHits.Length < MAX_OCCLUDER_HITS) {
+ occluderHits = new RaycastHit[MAX_OCCLUDER_HITS];
+ }
+
+ if (seeThroughOccluderCheckIndividualObjects) {
+ for (int r = 0; r < rms.Length; r++) {
+ if (rms[r].renderer != null) {
+ Bounds bounds = rms[r].renderer.bounds;
+ Vector3 pos = bounds.center;
+ float maxDistance = Vector3.Distance(pos, camPos);
+ int numOccluderHits = Physics.BoxCastNonAlloc(pos, bounds.extents * seeThroughOccluderThreshold, (camPos - pos).normalized, occluderHits, quaternionIdentity, maxDistance, seeThroughOccluderMask);
+ for (int k = 0; k < numOccluderHits; k++) {
+ occluderHits[k].collider.transform.root.GetComponentsInChildren(tempRR);
+ AddWithoutRepetition(occluderRenderers, tempRR);
+ }
+ }
+ }
+ } else {
+ // Compute combined bounds
+ Bounds bounds = rms[0].renderer.bounds;
+ for (int r = 1; r < rms.Length; r++) {
+ if (rms[r].renderer != null) {
+ bounds.Encapsulate(rms[r].renderer.bounds);
+ }
+ }
+ Vector3 pos = bounds.center;
+ float maxDistance = Vector3.Distance(pos, camPos);
+ int numOccluderHits = Physics.BoxCastNonAlloc(pos, bounds.extents * seeThroughOccluderThreshold, (camPos - pos).normalized, occluderHits, quaternionIdentity, maxDistance, seeThroughOccluderMask);
+ for (int k = 0; k < numOccluderHits; k++) {
+ occluderHits[k].collider.transform.root.GetComponentsInChildren(tempRR);
+ AddWithoutRepetition(occluderRenderers, tempRR);
+ }
+ }
+ }
+
+ // render occluders
+ int occluderRenderersCount = occluderRenderers.Count;
+ if (occluderRenderersCount > 0) {
+ cbSeeThrough.Clear();
+ for (int k = 0; k < occluderRenderersCount; k++) {
+ Renderer r = occluderRenderers[k];
+ if (r != null) {
+ cbSeeThrough.DrawRenderer(r, fxMatSeeThroughMask);
+ }
+ }
+ Graphics.ExecuteCommandBuffer(cbSeeThrough);
+ }
+ }
+
+ public List GetOccluders(Camera camera) {
+ List occluders = null;
+ if (cachedOccludersPerCamera != null) {
+ cachedOccludersPerCamera.TryGetValue(camera, out occluders);
+ }
+ return occluders;
+ }
+ }
+}
diff --git a/Assets/HighlightPlus/Scripts/HighlightEffectOccluderManager.cs.meta b/Assets/HighlightPlus/Scripts/HighlightEffectOccluderManager.cs.meta
new file mode 100644
index 0000000..c459f5e
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/HighlightEffectOccluderManager.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: d0bc1f04199a64e66ae9630062b3a6ad
+timeCreated: 1542876337
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Scripts/HighlightManager.cs b/Assets/HighlightPlus/Scripts/HighlightManager.cs
new file mode 100644
index 0000000..c219ac0
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/HighlightManager.cs
@@ -0,0 +1,422 @@
+锘縰sing System;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+namespace HighlightPlus {
+
+ public delegate bool OnObjectSelectionEvent(GameObject obj);
+
+
+ [RequireComponent(typeof(HighlightEffect))]
+ [DefaultExecutionOrder(100)]
+ [HelpURL("https://www.dropbox.com/s/v9qgn68ydblqz8x/Documentation.pdf?dl=0")]
+ public class HighlightManager : MonoBehaviour {
+
+ [Tooltip("Enables highlight when pointer is over this object.")]
+ public bool highlightOnHover = true;
+
+ public LayerMask layerMask = -1;
+ public Camera raycastCamera;
+ public RayCastSource raycastSource = RayCastSource.MousePosition;
+ [Tooltip("Minimum distance for target.")]
+ public float minDistance;
+ [Tooltip("Maximum distance for target. 0 = infinity")]
+ public float maxDistance;
+ [Tooltip("Blocks interaction if pointer is over an UI element")]
+ public bool respectUI = true;
+
+ [Tooltip("If the object will be selected by clicking with mouse or tapping on it.")]
+ public bool selectOnClick;
+ [Tooltip("Optional profile for objects selected by clicking on them")]
+ public HighlightProfile selectedProfile;
+ [Tooltip("Profile to use whtn object is selected and highlighted.")]
+ public HighlightProfile selectedAndHighlightedProfile;
+ [Tooltip("Automatically deselects other previously selected objects")]
+ public bool singleSelection;
+ [Tooltip("Toggles selection on/off when clicking object")]
+ public bool toggle;
+
+ HighlightEffect baseEffect, currentEffect;
+ Transform currentObject;
+
+ public readonly static List selectedObjects = new List();
+ public event OnObjectSelectionEvent OnObjectSelected;
+ public event OnObjectSelectionEvent OnObjectUnSelected;
+ public event OnObjectHighlightEvent OnObjectHighlightStart;
+ public event OnObjectHighlightEvent OnObjectHighlightEnd;
+ public static int lastTriggerTime;
+
+ static HighlightManager _instance;
+ public static HighlightManager instance {
+ get {
+ if (_instance == null) {
+ _instance = FindObjectOfType();
+ }
+ return _instance;
+ }
+ }
+
+ [RuntimeInitializeOnLoadMethod]
+ void DomainReloadDisabledSupport() {
+ selectedObjects.Clear();
+ lastTriggerTime = 0;
+ _instance = null;
+ }
+
+ void OnEnable() {
+ currentObject = null;
+ currentEffect = null;
+ if (baseEffect == null) {
+ baseEffect = GetComponent();
+ if (baseEffect == null) {
+ baseEffect = gameObject.AddComponent();
+ }
+ }
+ raycastCamera = GetComponent();
+ if (raycastCamera == null) {
+ raycastCamera = GetCamera();
+ if (raycastCamera == null) {
+ Debug.LogError("Highlight Manager: no camera found!");
+ }
+ }
+ InputProxy.Init();
+ }
+
+
+ void OnDisable() {
+ SwitchesCollider(null);
+ internal_DeselectAll();
+ }
+
+ void Update() {
+ if (raycastCamera == null)
+ return;
+
+#if ENABLE_INPUT_SYSTEM
+ if (respectUI) {
+ EventSystem es = EventSystem.current;
+ if (es == null) {
+ es = CreateEventSystem();
+ }
+ List raycastResults = new List();
+ PointerEventData eventData = new PointerEventData(es);
+ Vector3 cameraPos = raycastCamera.transform.position;
+ if (raycastSource == RayCastSource.MousePosition) {
+ eventData.position = InputProxy.mousePosition;
+ } else {
+ eventData.position = new Vector2(raycastCamera.pixelWidth * 0.5f, raycastCamera.pixelHeight * 0.5f);
+ }
+ es.RaycastAll(eventData, raycastResults);
+ int hitCount = raycastResults.Count;
+ // check UI blocker
+ bool blocked = false;
+ for (int k = 0; k < hitCount; k++) {
+ RaycastResult rr = raycastResults[k];
+ if (rr.module is UnityEngine.UI.GraphicRaycaster) {
+ blocked = true;
+ break;
+ }
+ }
+ if (blocked) return;
+
+ // look for our gameobject
+ for (int k = 0; k < hitCount; k++) {
+ RaycastResult rr = raycastResults[k];
+ float distance = Vector3.Distance(rr.worldPosition, cameraPos);
+ if (distance < minDistance || (maxDistance > 0 && distance > maxDistance)) continue;
+
+ GameObject theGameObject = rr.gameObject;
+ if ((layerMask & (1 << rr.gameObject.layer)) == 0) continue;
+
+ // is this object state controller by Highlight Trigger?
+ HighlightTrigger trigger = theGameObject.GetComponent();
+ if (trigger != null) return;
+
+ // Toggles selection
+ Transform t = theGameObject.transform;
+ if (InputProxy.GetMouseButtonDown(0)) {
+ if (selectOnClick) {
+ ToggleSelection(t, !toggle);
+ } else if (lastTriggerTime < Time.frameCount) {
+ internal_DeselectAll();
+ }
+ } else {
+ // Check if the object has a Highlight Effect
+ if (t != currentObject) {
+ SwitchesCollider(t);
+ }
+ }
+ return;
+ }
+ }
+ // if not blocked by UI and no hit found, fallback to raycast (required if no PhysicsRaycaster is present on the camera)
+#endif
+
+ Ray ray;
+ if (raycastSource == RayCastSource.MousePosition) {
+#if !ENABLE_INPUT_SYSTEM
+ if (!CanInteract()) {
+ return;
+ }
+#endif
+ ray = raycastCamera.ScreenPointToRay(InputProxy.mousePosition);
+ } else {
+ ray = new Ray(raycastCamera.transform.position, raycastCamera.transform.forward);
+ }
+ RaycastHit hitInfo;
+ if (Physics.Raycast(ray, out hitInfo, maxDistance > 0 ? maxDistance : raycastCamera.farClipPlane, layerMask) && Vector3.Distance(hitInfo.point, ray.origin) >= minDistance) {
+ Transform t = hitInfo.collider.transform;
+ // is this object state controller by Highlight Trigger?
+ HighlightTrigger trigger = t.GetComponent();
+ if (trigger != null) return;
+
+ // Toggles selection
+ if (InputProxy.GetMouseButtonDown(0)) {
+ if (selectOnClick) {
+ ToggleSelection(t, !toggle);
+ } else if (lastTriggerTime < Time.frameCount) {
+ internal_DeselectAll();
+ }
+ } else {
+ // Check if the object has a Highlight Effect
+ if (t != currentObject) {
+ SwitchesCollider(t);
+ }
+ }
+ return;
+ }
+
+ // no hit
+ if (InputProxy.GetMouseButtonDown(0) && lastTriggerTime < Time.frameCount) {
+ internal_DeselectAll();
+ }
+ SwitchesCollider(null);
+ }
+
+
+#if ENABLE_INPUT_SYSTEM
+ EventSystem CreateEventSystem() {
+ GameObject eo = new GameObject("Event System created by Highlight Plus", typeof(EventSystem), typeof(UnityEngine.InputSystem.UI.InputSystemUIInputModule));
+ return eo.GetComponent();
+ }
+#endif
+
+
+ void SwitchesCollider(Transform newObject) {
+ if (currentEffect != null) {
+ if (highlightOnHover) {
+ Highlight(false);
+ }
+ currentEffect = null;
+ }
+ currentObject = newObject;
+ if (newObject == null) return;
+ HighlightTrigger ht = newObject.GetComponent();
+ if (ht != null && ht.enabled)
+ return;
+
+ HighlightEffect otherEffect = newObject.GetComponent();
+ if (otherEffect == null) {
+ // Check if there's a parent highlight effect that includes this object
+ HighlightEffect parentEffect = newObject.GetComponentInParent();
+ if (parentEffect != null && parentEffect.Includes(newObject)) {
+ currentEffect = parentEffect;
+ if (highlightOnHover) {
+ Highlight(true);
+ }
+ return;
+ }
+ }
+ currentEffect = otherEffect != null ? otherEffect : baseEffect;
+ baseEffect.enabled = currentEffect == baseEffect;
+ currentEffect.SetTarget(currentObject);
+
+ if (highlightOnHover) {
+ Highlight(true);
+ }
+ }
+
+
+ bool CanInteract() {
+ if (!respectUI) return true;
+ EventSystem es = EventSystem.current;
+ if (es == null) return true;
+ if (Application.isMobilePlatform && InputProxy.touchCount > 0 && es.IsPointerOverGameObject(InputProxy.GetFingerIdFromTouch(0))) {
+ return false;
+ } else if (es.IsPointerOverGameObject(-1))
+ return false;
+ return true;
+ }
+
+
+ void ToggleSelection(Transform t, bool forceSelection) {
+
+ // We need a highlight effect on each selected object
+ HighlightEffect hb = t.GetComponent();
+ if (hb == null) {
+ HighlightEffect parentEffect = t.GetComponentInParent();
+ if (parentEffect != null && parentEffect.Includes(t)) {
+ hb = parentEffect;
+ if (hb.previousSettings == null) {
+ hb.previousSettings = ScriptableObject.CreateInstance();
+ }
+ hb.previousSettings.Save(hb);
+ } else {
+ hb = t.gameObject.AddComponent();
+ hb.previousSettings = ScriptableObject.CreateInstance();
+ // copy default highlight effect settings from this manager into this highlight plus component
+ hb.previousSettings.Save(baseEffect);
+ hb.previousSettings.Load(hb);
+ }
+ }
+
+ bool currentState = hb.isSelected;
+ bool newState = forceSelection ? true : !currentState;
+ if (newState == currentState) return;
+
+ if (newState) {
+ if (OnObjectSelected != null && !OnObjectSelected(t.gameObject)) return;
+ } else {
+ if (OnObjectUnSelected != null && !OnObjectUnSelected(t.gameObject)) return;
+ }
+
+ if (singleSelection) {
+ internal_DeselectAll();
+ }
+
+ currentEffect = hb;
+ currentEffect.isSelected = newState;
+ baseEffect.enabled = false;
+
+ if (currentEffect.isSelected) {
+ if (currentEffect.previousSettings == null) {
+ currentEffect.previousSettings = ScriptableObject.CreateInstance();
+ }
+ hb.previousSettings.Save(hb);
+
+ if (!selectedObjects.Contains(currentEffect)) {
+ selectedObjects.Add(currentEffect);
+ }
+ } else {
+ if (currentEffect.previousSettings != null) {
+ currentEffect.previousSettings.Load(hb);
+ }
+ if (selectedObjects.Contains(currentEffect)) {
+ selectedObjects.Remove(currentEffect);
+ }
+ }
+
+ Highlight(true);
+ }
+
+ void Highlight(bool state) {
+ if (state) {
+ if (!currentEffect.highlighted) {
+ if (OnObjectHighlightStart != null && currentEffect.target != null) {
+ if (!OnObjectHighlightStart(currentEffect.target.gameObject)) return;
+ }
+ }
+ } else {
+ if (currentEffect.highlighted) {
+ if (OnObjectHighlightEnd != null && currentEffect.target != null) {
+ OnObjectHighlightEnd(currentEffect.target.gameObject);
+ }
+ }
+ }
+ if (selectOnClick) {
+ if (currentEffect.isSelected) {
+ if (state && selectedAndHighlightedProfile != null) {
+ selectedAndHighlightedProfile.Load(currentEffect);
+ } else if (selectedProfile != null) {
+ selectedProfile.Load(currentEffect);
+ } else {
+ currentEffect.previousSettings.Load(currentEffect);
+ }
+ if (currentEffect.highlighted) {
+ currentEffect.UpdateMaterialProperties();
+ } else {
+ currentEffect.SetHighlighted(true);
+ }
+ return;
+ } else if (!highlightOnHover) {
+ currentEffect.SetHighlighted(false);
+ return;
+ }
+ }
+ currentEffect.SetHighlighted(state);
+ }
+
+ public static Camera GetCamera() {
+ Camera raycastCamera = Camera.main;
+ if (raycastCamera == null) {
+ raycastCamera = FindObjectOfType();
+ }
+ return raycastCamera;
+ }
+
+ void internal_DeselectAll() {
+ foreach (HighlightEffect hb in selectedObjects) {
+ if (hb != null && hb.gameObject != null) {
+ if (OnObjectUnSelected != null) {
+ if (!OnObjectUnSelected(hb.gameObject)) continue;
+ }
+ hb.RestorePreviousHighlightEffectSettings();
+ hb.isSelected = false;
+ hb.SetHighlighted(false);
+ }
+ }
+ selectedObjects.Clear();
+ }
+
+
+ public static void DeselectAll() {
+ foreach (HighlightEffect hb in selectedObjects) {
+ if (hb != null && hb.gameObject != null) {
+ hb.isSelected = false;
+ if (hb.highlighted && _instance != null) {
+ _instance.Highlight(false);
+ } else {
+ hb.SetHighlighted(false);
+ }
+ }
+ }
+ selectedObjects.Clear();
+ }
+
+ ///
+ /// Manually causes highlight manager to select an object
+ ///
+ public void SelectObject(Transform t) {
+ ToggleSelection(t, true);
+ }
+
+ ///
+ /// Manually causes highlight manager to toggle selection on an object
+ ///
+ public void ToggleObject(Transform t) {
+ ToggleSelection(t, false);
+ }
+
+ ///
+ /// Manually causes highlight manager to unselect an object
+ ///
+ public void UnselectObject(Transform t) {
+ if (t == null) return;
+ HighlightEffect hb = t.GetComponent();
+ if (hb == null) return;
+
+ if (selectedObjects.Contains(hb)) {
+ if (OnObjectUnSelected != null) {
+ if (!OnObjectUnSelected(hb.gameObject)) return;
+ }
+ hb.isSelected = false;
+ hb.SetHighlighted(false);
+ selectedObjects.Remove(hb);
+ }
+ }
+
+
+ }
+
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Scripts/HighlightManager.cs.meta b/Assets/HighlightPlus/Scripts/HighlightManager.cs.meta
new file mode 100644
index 0000000..5f9c58e
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/HighlightManager.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: af4d46fd89b9543e5be2358ac0c9ced0
+timeCreated: 1542876337
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Scripts/HighlightProfile.cs b/Assets/HighlightPlus/Scripts/HighlightProfile.cs
new file mode 100644
index 0000000..4b13c43
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/HighlightProfile.cs
@@ -0,0 +1,362 @@
+using UnityEngine;
+
+namespace HighlightPlus {
+
+ [CreateAssetMenu(menuName = "Highlight Plus Profile", fileName = "Highlight Plus Profile", order = 100)]
+ [HelpURL("https://www.dropbox.com/s/v9qgn68ydblqz8x/Documentation.pdf?dl=0")]
+ public class HighlightProfile : ScriptableObject {
+
+ [Tooltip("Different options to specify which objects are affected by this Highlight Effect component.")]
+ public TargetOptions effectGroup = TargetOptions.Children;
+ [Tooltip("The layer that contains the affected objects by this effect when effectGroup is set to LayerMask.")]
+ public LayerMask effectGroupLayer = -1;
+ [Tooltip("Only include objects whose names contains this text.")]
+ public string effectNameFilter;
+ [Tooltip("Combine meshes of all objects in this group affected by Highlight Effect reducing draw calls.")]
+ public bool combineMeshes;
+ [Tooltip("The alpha threshold for transparent cutout objects. Pixels with alpha below this value will be discarded.")]
+ [Range(0, 1)]
+ public float alphaCutOff;
+ [Tooltip("If back facing triangles are ignored.Backfaces triangles are not visible but you may set this property to false to force highlight effects to act on those triangles as well.")]
+ public bool cullBackFaces = true;
+ public bool depthClip;
+ [Tooltip("Normals handling option:\nPreserve original: use original mesh normals.\nSmooth: average normals to produce a smoother outline/glow mesh based effect.\nReorient: recomputes normals based on vertex direction to centroid.")]
+ public NormalsOption normalsOption;
+
+ public float fadeInDuration;
+ public float fadeOutDuration;
+
+ [Tooltip("Fades out effects based on distance to camera")]
+ public bool cameraDistanceFade;
+
+ [Tooltip("The closest distance particles can get to the camera before they fade from the camera鈥檚 view.")]
+ public float cameraDistanceFadeNear;
+
+ [Tooltip("The farthest distance particles can get away from the camera before they fade from the camera鈥檚 view.")]
+ public float cameraDistanceFadeFar = 1000;
+
+ [Tooltip("Keeps the outline/glow size unaffected by object distance.")]
+ public bool constantWidth = true;
+
+ [Range(0, 1)]
+ [Tooltip("Intensity of the overlay effect. A value of 0 disables the overlay completely.")]
+ public float overlay;
+ [ColorUsage(true, true)] public Color overlayColor = Color.yellow;
+ public float overlayAnimationSpeed = 1f;
+ [Range(0, 1)]
+ public float overlayMinIntensity = 0.5f;
+ [Range(0, 1)]
+ [Tooltip("Controls the blending or mix of the overlay color with the natural colors of the object.")]
+ public float overlayBlending = 1.0f;
+ [Tooltip("Optional overlay texture.")]
+ public Texture2D overlayTexture;
+ public float overlayTextureScale = 1f;
+
+ [Range(0, 1)]
+ [Tooltip("Intensity of the outline. A value of 0 disables the outline completely.")]
+ public float outline = 1f;
+ [ColorUsage(true, true)] public Color outlineColor = Color.black;
+ public float outlineWidth = 0.45f;
+ public QualityLevel outlineQuality = QualityLevel.High;
+ [Range(1, 8)]
+ [Tooltip("Reduces the quality of the outline but improves performance a bit.")]
+ public int outlineDownsampling = 2;
+ public bool outlineOptimalBlit = true;
+ public Visibility outlineVisibility = Visibility.Normal;
+ [Tooltip("If enabled, this object won't combine the outline with other objects.")]
+ public bool outlineIndependent;
+
+ [Range(0, 5)]
+ [Tooltip("The intensity of the outer glow effect. A value of 0 disables the glow completely.")]
+ public float glow;
+ public float glowWidth = 0.4f;
+ public QualityLevel glowQuality = QualityLevel.High;
+ [Range(1, 8)]
+ [Tooltip("Reduces the quality of the glow but improves performance a bit.")]
+ public int glowDownsampling = 2;
+ [ColorUsage(true, true)] public Color glowHQColor = new Color (0.64f, 1f, 0f, 1f);
+ [Tooltip("When enabled, outer glow renders with dithering. When disabled, glow appears as a solid color.")]
+ public bool glowDithering = true;
+ public bool glowOptimalBlit = true;
+ [Tooltip("Seed for the dithering effect")]
+ public float glowMagicNumber1 = 0.75f;
+ [Tooltip("Another seed for the dithering effect that combines with first seed to create different patterns")]
+ public float glowMagicNumber2 = 0.5f;
+ public float glowAnimationSpeed = 1f;
+ public Visibility glowVisibility = Visibility.Normal;
+ public GlowBlendMode glowBlendMode = GlowBlendMode.Additive;
+ [Tooltip("Blends glow passes one after another. If this option is disabled, glow passes won't overlap (in this case, make sure the glow pass 1 has a smaller offset than pass 2, etc.)")]
+ public bool glowBlendPasses = true;
+ public GlowPassData[] glowPasses;
+ [Tooltip("If enabled, glow effect will not use a stencil mask. This can be used to render the glow effect alone.")]
+ public bool glowIgnoreMask;
+
+ [Range(0, 5f)]
+ [Tooltip("The intensity of the inner glow effect. A value of 0 disables the glow completely.")]
+ public float innerGlow;
+ [Range(0, 2)]
+ public float innerGlowWidth = 1f;
+ [ColorUsage(true, true)] public Color innerGlowColor = Color.white;
+ public Visibility innerGlowVisibility = Visibility.Normal;
+
+ [Tooltip("Enables the targetFX effect. This effect draws an animated sprite over the object.")]
+ public bool targetFX;
+ public Texture2D targetFXTexture;
+ [ColorUsage(true, true)] public Color targetFXColor = Color.white;
+ public float targetFXRotationSpeed = 50f;
+ public float targetFXInitialScale = 4f;
+ public float targetFXEndScale = 1.5f;
+ [Tooltip("Makes target scale relative to object renderer bounds.")]
+ public bool targetFXScaleToRenderBounds;
+ [Tooltip("Places target FX sprite at the bottom of the highlighted object.")]
+ public bool targetFXAlignToGround;
+ [Tooltip("Max distance from the center of the highlighted object to the ground.")]
+ public float targetFXGroundMaxDistance = 15f;
+ public LayerMask targetFXGroundLayerMask = -1;
+ [Tooltip("Fade out effect with altitude")]
+ public float targetFXFadePower = 32;
+ public float targetFXTransitionDuration = 0.5f;
+ public float targetFXStayDuration = 1.5f;
+ public Visibility targetFXVisibility = Visibility.AlwaysOnTop;
+
+ [Tooltip("See-through mode for this Highlight Effect component.")]
+ public SeeThroughMode seeThrough = SeeThroughMode.Never;
+ [Tooltip("This mask setting let you specify which objects will be considered as occluders and cause the see-through effect for this Highlight Effect component. For example, you assign your walls to a different layer and specify that layer here, so only walls and not other objects, like ground or ceiling, will trigger the see-through effect.")]
+ public LayerMask seeThroughOccluderMask = -1;
+ [Tooltip("Uses stencil buffers to ensure pixel-accurate occlusion test. If this option is disabled, only physics raycasting is used to test for occlusion.")]
+ public bool seeThroughOccluderMaskAccurate;
+ [Tooltip("A multiplier for the occluder volume size which can be used to reduce the actual size of occluders when Highlight Effect checks if they're occluding this object.")]
+ [Range(0.01f, 0.9f)] public float seeThroughOccluderThreshold = 0.4f;
+ [Tooltip("The interval of time between occlusion tests.")]
+ public float seeThroughOccluderCheckInterval = 1f;
+ [Tooltip("If enabled, occlusion test is performed for each children element. If disabled, the bounds of all children is combined and a single occlusion test is performed for the combined bounds.")]
+ public bool seeThroughOccluderCheckIndividualObjects;
+ [Tooltip("Shows the see-through effect only if the occluder if at this 'offset' distance from the object.")]
+ public float seeThroughDepthOffset;
+ [Tooltip("Hides the see-through effect if the occluder is further than this distance from the object (0 = infinite)")]
+ public float seeThroughMaxDepth;
+ [Range(0, 5f)] public float seeThroughIntensity = 0.8f;
+ [Range(0, 1)] public float seeThroughTintAlpha = 0.5f;
+ public Color seeThroughTintColor = Color.red;
+ [Range(0, 1)] public float seeThroughNoise = 1f;
+ [Range(0, 1)] public float seeThroughBorder;
+ public Color seeThroughBorderColor = Color.black;
+ public float seeThroughBorderWidth = 0.45f;
+ [Tooltip("Only display the border instead of the full see-through effect.")]
+ public bool seeThroughBorderOnly;
+ [Tooltip("Renders see-through effect on overlapping objects in a sequence that's relative to the distance to the camera")]
+ public bool seeThroughOrdered = true;
+
+ [Range(0, 1)] public float hitFxInitialIntensity;
+ public HitFxMode hitFxMode = HitFxMode.Overlay;
+ public float hitFxFadeOutDuration = 0.25f;
+ [ColorUsage(true, true)] public Color hitFxColor = Color.white;
+ public float hitFxRadius = 0.5f;
+
+ public void Load(HighlightEffect effect) {
+ effect.effectGroup = effectGroup;
+ effect.effectGroupLayer = effectGroupLayer;
+ effect.effectNameFilter = effectNameFilter;
+ effect.combineMeshes = combineMeshes;
+ effect.alphaCutOff = alphaCutOff;
+ effect.cullBackFaces = cullBackFaces;
+ effect.depthClip = depthClip;
+ effect.normalsOption = normalsOption;
+ effect.fadeInDuration = fadeInDuration;
+ effect.fadeOutDuration = fadeOutDuration;
+ effect.cameraDistanceFade = cameraDistanceFade;
+ effect.cameraDistanceFadeFar = cameraDistanceFadeFar;
+ effect.cameraDistanceFadeNear = cameraDistanceFadeNear;
+ effect.constantWidth = constantWidth;
+ effect.overlay = overlay;
+ effect.overlayColor = overlayColor;
+ effect.overlayAnimationSpeed = overlayAnimationSpeed;
+ effect.overlayMinIntensity = overlayMinIntensity;
+ effect.overlayBlending = overlayBlending;
+ effect.overlayTexture = overlayTexture;
+ effect.overlayTextureScale = overlayTextureScale;
+ effect.outline = outline;
+ effect.outlineColor = outlineColor;
+ effect.outlineWidth = outlineWidth;
+ effect.outlineQuality = outlineQuality;
+ effect.outlineOptimalBlit = outlineOptimalBlit;
+ effect.outlineDownsampling = outlineDownsampling;
+ effect.outlineVisibility = outlineVisibility;
+ effect.outlineIndependent = outlineIndependent;
+ effect.glow = glow;
+ effect.glowWidth = glowWidth;
+ effect.glowQuality = glowQuality;
+ effect.glowOptimalBlit = glowOptimalBlit;
+ effect.glowDownsampling = glowDownsampling;
+ effect.glowHQColor = glowHQColor;
+ effect.glowDithering = glowDithering;
+ effect.glowMagicNumber1 = glowMagicNumber1;
+ effect.glowMagicNumber2 = glowMagicNumber2;
+ effect.glowAnimationSpeed = glowAnimationSpeed;
+ effect.glowVisibility = glowVisibility;
+ effect.glowBlendMode = glowBlendMode;
+ effect.glowBlendPasses = glowBlendPasses;
+ effect.glowPasses = GetGlowPassesCopy(glowPasses);
+ effect.glowIgnoreMask = glowIgnoreMask;
+ effect.innerGlow = innerGlow;
+ effect.innerGlowWidth = innerGlowWidth;
+ effect.innerGlowColor = innerGlowColor;
+ effect.innerGlowVisibility = innerGlowVisibility;
+ effect.targetFX = targetFX;
+ effect.targetFXColor = targetFXColor;
+ effect.targetFXInitialScale = targetFXInitialScale;
+ effect.targetFXEndScale = targetFXEndScale;
+ effect.targetFXScaleToRenderBounds = targetFXScaleToRenderBounds;
+ effect.targetFXAlignToGround = targetFXAlignToGround;
+ effect.targetFXGroundMaxDistance = targetFXGroundMaxDistance;
+ effect.targetFXGroundLayerMask = targetFXGroundLayerMask;
+ effect.targetFXFadePower = targetFXFadePower;
+ effect.targetFXRotationSpeed = targetFXRotationSpeed;
+ effect.targetFXStayDuration = targetFXStayDuration;
+ effect.targetFXTexture = targetFXTexture;
+ effect.targetFXTransitionDuration = targetFXTransitionDuration;
+ effect.targetFXVisibility = targetFXVisibility;
+ effect.seeThrough = seeThrough;
+ effect.seeThroughOccluderMask = seeThroughOccluderMask;
+ effect.seeThroughOccluderMaskAccurate = seeThroughOccluderMaskAccurate;
+ effect.seeThroughOccluderThreshold = seeThroughOccluderThreshold;
+ effect.seeThroughOccluderCheckInterval = seeThroughOccluderCheckInterval;
+ effect.seeThroughOccluderCheckIndividualObjects = seeThroughOccluderCheckIndividualObjects;
+ effect.seeThroughIntensity = seeThroughIntensity;
+ effect.seeThroughTintAlpha = seeThroughTintAlpha;
+ effect.seeThroughTintColor = seeThroughTintColor;
+ effect.seeThroughNoise = seeThroughNoise;
+ effect.seeThroughBorder = seeThroughBorder;
+ effect.seeThroughBorderColor = seeThroughBorderColor;
+ effect.seeThroughBorderWidth = seeThroughBorderWidth;
+ effect.seeThroughBorderOnly = seeThroughBorderOnly;
+ effect.seeThroughDepthOffset = seeThroughDepthOffset;
+ effect.seeThroughMaxDepth = seeThroughMaxDepth;
+ effect.seeThroughOrdered = seeThroughOrdered;
+ effect.hitFxInitialIntensity = hitFxInitialIntensity;
+ effect.hitFxMode = hitFxMode;
+ effect.hitFxFadeOutDuration = hitFxFadeOutDuration;
+ effect.hitFxColor = hitFxColor;
+ effect.hitFxRadius = hitFxRadius;
+ effect.UpdateMaterialProperties();
+ }
+
+ public void Save(HighlightEffect effect) {
+ effectGroup = effect.effectGroup;
+ effectGroupLayer = effect.effectGroupLayer;
+ effectNameFilter = effect.effectNameFilter;
+ combineMeshes = effect.combineMeshes;
+ alphaCutOff = effect.alphaCutOff;
+ cullBackFaces = effect.cullBackFaces;
+ depthClip = effect.depthClip;
+ normalsOption = effect.normalsOption;
+ fadeInDuration = effect.fadeInDuration;
+ fadeOutDuration = effect.fadeOutDuration;
+ cameraDistanceFade = effect.cameraDistanceFade;
+ cameraDistanceFadeFar = effect.cameraDistanceFadeFar;
+ cameraDistanceFadeNear = effect.cameraDistanceFadeNear;
+ constantWidth = effect.constantWidth;
+ overlay = effect.overlay;
+ overlayColor = effect.overlayColor;
+ overlayAnimationSpeed = effect.overlayAnimationSpeed;
+ overlayMinIntensity = effect.overlayMinIntensity;
+ overlayBlending = effect.overlayBlending;
+ overlayTexture = effect.overlayTexture;
+ overlayTextureScale = effect.overlayTextureScale;
+ outline = effect.outline;
+ outlineColor = effect.outlineColor;
+ outlineWidth = effect.outlineWidth;
+ outlineQuality = effect.outlineQuality;
+ outlineDownsampling = effect.outlineDownsampling;
+ outlineVisibility = effect.outlineVisibility;
+ outlineIndependent = effect.outlineIndependent;
+ outlineOptimalBlit = effect.outlineOptimalBlit;
+ glow = effect.glow;
+ glowWidth = effect.glowWidth;
+ glowQuality = effect.glowQuality;
+ glowOptimalBlit = effect.glowOptimalBlit;
+ glowDownsampling = effect.glowDownsampling;
+ glowHQColor = effect.glowHQColor;
+ glowDithering = effect.glowDithering;
+ glowMagicNumber1 = effect.glowMagicNumber1;
+ glowMagicNumber2 = effect.glowMagicNumber2;
+ glowAnimationSpeed = effect.glowAnimationSpeed;
+ glowVisibility = effect.glowVisibility;
+ glowBlendMode = effect.glowBlendMode;
+ glowBlendPasses = effect.glowBlendPasses;
+ glowPasses = GetGlowPassesCopy(effect.glowPasses);
+ glowIgnoreMask = effect.glowIgnoreMask;
+ innerGlow = effect.innerGlow;
+ innerGlowWidth = effect.innerGlowWidth;
+ innerGlowColor = effect.innerGlowColor;
+ innerGlowVisibility = effect.innerGlowVisibility;
+ targetFX = effect.targetFX;
+ targetFXColor = effect.targetFXColor;
+ targetFXInitialScale = effect.targetFXInitialScale;
+ targetFXEndScale = effect.targetFXEndScale;
+ targetFXScaleToRenderBounds = effect.targetFXScaleToRenderBounds;
+ targetFXAlignToGround = effect.targetFXAlignToGround;
+ targetFXGroundMaxDistance = effect.targetFXGroundMaxDistance;
+ targetFXGroundLayerMask = effect.targetFXGroundLayerMask;
+ targetFXFadePower = effect.targetFXFadePower;
+ targetFXRotationSpeed = effect.targetFXRotationSpeed;
+ targetFXStayDuration = effect.targetFXStayDuration;
+ targetFXTexture = effect.targetFXTexture;
+ targetFXTransitionDuration = effect.targetFXTransitionDuration;
+ targetFXVisibility = effect.targetFXVisibility;
+ seeThrough = effect.seeThrough;
+ seeThroughOccluderMask = effect.seeThroughOccluderMask;
+ seeThroughOccluderMaskAccurate = effect.seeThroughOccluderMaskAccurate;
+ seeThroughOccluderThreshold = effect.seeThroughOccluderThreshold;
+ seeThroughOccluderCheckInterval = effect.seeThroughOccluderCheckInterval;
+ seeThroughOccluderCheckIndividualObjects = effect.seeThroughOccluderCheckIndividualObjects;
+ seeThroughIntensity = effect.seeThroughIntensity;
+ seeThroughTintAlpha = effect.seeThroughTintAlpha;
+ seeThroughTintColor = effect.seeThroughTintColor;
+ seeThroughNoise = effect.seeThroughNoise;
+ seeThroughBorder = effect.seeThroughBorder;
+ seeThroughBorderColor = effect.seeThroughBorderColor;
+ seeThroughBorderWidth = effect.seeThroughBorderWidth;
+ seeThroughDepthOffset = effect.seeThroughDepthOffset;
+ seeThroughBorderOnly = effect.seeThroughBorderOnly;
+ seeThroughMaxDepth = effect.seeThroughMaxDepth;
+ seeThroughOrdered = effect.seeThroughOrdered;
+ hitFxInitialIntensity = effect.hitFxInitialIntensity;
+ hitFxMode = effect.hitFxMode;
+ hitFxFadeOutDuration = effect.hitFxFadeOutDuration;
+ hitFxColor = effect.hitFxColor;
+ hitFxRadius = effect.hitFxRadius;
+ }
+
+ GlowPassData[] GetGlowPassesCopy(GlowPassData[] glowPasses) {
+ if (glowPasses == null) {
+ return new GlowPassData[0];
+ }
+ GlowPassData[] pd = new GlowPassData[glowPasses.Length];
+ for (int k = 0; k < glowPasses.Length; k++) {
+ pd[k].alpha = glowPasses[k].alpha;
+ pd[k].color = glowPasses[k].color;
+ pd[k].offset = glowPasses[k].offset;
+ }
+ return pd;
+ }
+
+ public void OnValidate() {
+ seeThroughDepthOffset = Mathf.Max(0, seeThroughDepthOffset);
+ seeThroughMaxDepth = Mathf.Max(0, seeThroughMaxDepth);
+ seeThroughBorderWidth = Mathf.Max(0, seeThroughBorderWidth);
+ targetFXFadePower = Mathf.Max(0, targetFXFadePower);
+ cameraDistanceFadeNear = Mathf.Max(0, cameraDistanceFadeNear);
+ cameraDistanceFadeFar = Mathf.Max(0, cameraDistanceFadeFar);
+ if (glowPasses == null || glowPasses.Length == 0) {
+ glowPasses = new GlowPassData[4];
+ glowPasses[0] = new GlowPassData() { offset = 4, alpha = 0.1f, color = new Color(0.64f, 1f, 0f, 1f) };
+ glowPasses[1] = new GlowPassData() { offset = 3, alpha = 0.2f, color = new Color(0.64f, 1f, 0f, 1f) };
+ glowPasses[2] = new GlowPassData() { offset = 2, alpha = 0.3f, color = new Color(0.64f, 1f, 0f, 1f) };
+ glowPasses[3] = new GlowPassData() { offset = 1, alpha = 0.4f, color = new Color(0.64f, 1f, 0f, 1f) };
+ }
+ }
+
+ }
+}
+
diff --git a/Assets/HighlightPlus/Scripts/HighlightProfile.cs.meta b/Assets/HighlightPlus/Scripts/HighlightProfile.cs.meta
new file mode 100644
index 0000000..9238d3e
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/HighlightProfile.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 8e9253636bf2648bd813257f451f8486
+timeCreated: 1549831900
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Scripts/HighlightSeeThroughOccluder.cs b/Assets/HighlightPlus/Scripts/HighlightSeeThroughOccluder.cs
new file mode 100644
index 0000000..00484f3
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/HighlightSeeThroughOccluder.cs
@@ -0,0 +1,71 @@
+锘縰sing System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace HighlightPlus {
+
+ public struct MeshData {
+ public Renderer renderer;
+ public int subMeshCount;
+ }
+
+ public enum DetectionMethod {
+ Stencil = 0,
+ RayCast = 1
+ }
+ [ExecuteInEditMode]
+ public class HighlightSeeThroughOccluder : MonoBehaviour {
+
+ public DetectionMethod detectionMethod = DetectionMethod.Stencil;
+
+ [NonSerialized]
+ public MeshData[] meshData;
+
+ List rr;
+
+ void OnEnable () {
+ if (gameObject.activeInHierarchy) {
+ Init();
+ }
+ }
+
+ void Init() {
+
+ if (detectionMethod == DetectionMethod.RayCast) {
+ HighlightEffect.RegisterOccluder(this);
+ return;
+ }
+
+ if (rr == null) {
+ rr = new List();
+ } else {
+ rr.Clear();
+ }
+ GetComponentsInChildren(rr);
+ int rrCount = rr.Count;
+ meshData = new MeshData[rrCount];
+ for (int k = 0; k < rrCount; k++) {
+ meshData[k].renderer = rr[k];
+ meshData[k].subMeshCount = 1;
+ if (rr[k] is MeshRenderer) {
+ MeshFilter mf = rr[k].GetComponent();
+ if (mf != null && mf.sharedMesh != null) {
+ meshData[k].subMeshCount = mf.sharedMesh.subMeshCount;
+ }
+ } else if (rr[k] is SkinnedMeshRenderer) {
+ SkinnedMeshRenderer smr = (SkinnedMeshRenderer)rr[k];
+ meshData[k].subMeshCount = smr.sharedMesh.subMeshCount;
+ }
+ }
+ if (rrCount > 0) {
+ HighlightEffect.RegisterOccluder(this);
+ }
+ }
+
+ void OnDisable () {
+ HighlightEffect.UnregisterOccluder(this);
+ }
+ }
+
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Scripts/HighlightSeeThroughOccluder.cs.meta b/Assets/HighlightPlus/Scripts/HighlightSeeThroughOccluder.cs.meta
new file mode 100644
index 0000000..677b0f5
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/HighlightSeeThroughOccluder.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 8dd965ceab19c4729a9dabd8aeb2972a
+timeCreated: 1542876337
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Scripts/HighlightTrigger.cs b/Assets/HighlightPlus/Scripts/HighlightTrigger.cs
new file mode 100644
index 0000000..3f93241
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/HighlightTrigger.cs
@@ -0,0 +1,396 @@
+锘縰sing System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+namespace HighlightPlus {
+
+ public enum TriggerMode {
+ ColliderEventsOnlyOnThisObject = 0,
+ RaycastOnThisObjectAndChildren = 1,
+ Volume = 2
+ }
+
+ public enum RayCastSource {
+ MousePosition = 0,
+ CameraDirection = 1
+ }
+
+
+ [RequireComponent(typeof(HighlightEffect))]
+ [ExecuteInEditMode]
+ [HelpURL("https://www.dropbox.com/s/v9qgn68ydblqz8x/Documentation.pdf?dl=0")]
+ public class HighlightTrigger : MonoBehaviour {
+
+ [Tooltip("Enables highlight when pointer is over this object.")]
+ public bool highlightOnHover = true;
+ [Tooltip("Used to trigger automatic highlighting including children objects.")]
+#if ENABLE_INPUT_SYSTEM
+ public TriggerMode triggerMode = TriggerMode.RaycastOnThisObjectAndChildren;
+#else
+ public TriggerMode triggerMode = TriggerMode.ColliderEventsOnlyOnThisObject;
+#endif
+ public Camera raycastCamera;
+ public RayCastSource raycastSource = RayCastSource.MousePosition;
+ [Tooltip("Minimum distance for target.")]
+ public float minDistance;
+ [Tooltip("Maximum distance for target. 0 = infinity")]
+ public float maxDistance;
+ [Tooltip("Blocks interaction if pointer is over an UI element")]
+ public bool respectUI = true;
+ public LayerMask volumeLayerMask;
+
+ const int MAX_RAYCAST_HITS = 100;
+
+
+ [Tooltip("If the object will be selected by clicking with mouse or tapping on it.")]
+ public bool selectOnClick;
+ [Tooltip("Profile to use when object is selected by clicking on it.")]
+ public HighlightProfile selectedProfile;
+ [Tooltip("Profile to use whtn object is selected and highlighted.")]
+ public HighlightProfile selectedAndHighlightedProfile;
+ [Tooltip("Automatically deselects any other selected object prior selecting this one")]
+ public bool singleSelection;
+ [Tooltip("Toggles selection on/off when clicking object")]
+ public bool toggle;
+
+ [NonSerialized] public Collider[] colliders;
+
+ Collider currentCollider;
+ static RaycastHit[] hits;
+ HighlightEffect hb;
+
+ public HighlightEffect highlightEffect { get { return hb; } }
+
+ public event OnObjectSelectionEvent OnObjectSelected;
+ public event OnObjectSelectionEvent OnObjectUnSelected;
+ public event OnObjectHighlightEvent OnObjectHighlightStart;
+ public event OnObjectHighlightEvent OnObjectHighlightEnd;
+
+ TriggerMode currentTriggerMode;
+
+ [RuntimeInitializeOnLoadMethod]
+ void DomainReloadDisabledSupport() {
+ HighlightManager.selectedObjects.Clear();
+ }
+
+ void OnEnable() {
+ Init();
+ }
+
+ private void OnValidate() {
+ if (currentTriggerMode != triggerMode) {
+ currentTriggerMode = triggerMode;
+ if (currentTriggerMode == TriggerMode.RaycastOnThisObjectAndChildren) {
+ colliders = GetComponentsInChildren();
+ if (hits == null || hits.Length != MAX_RAYCAST_HITS) {
+ hits = new RaycastHit[MAX_RAYCAST_HITS];
+ }
+ if (Application.isPlaying) {
+ StopAllCoroutines();
+ if (gameObject.activeInHierarchy) {
+ StartCoroutine(DoRayCast());
+ }
+ }
+ }
+ }
+ }
+
+ public void Init() {
+ if (raycastCamera == null) {
+ raycastCamera = HighlightManager.GetCamera();
+ }
+ currentTriggerMode = triggerMode;
+ if (triggerMode == TriggerMode.RaycastOnThisObjectAndChildren) {
+ colliders = GetComponentsInChildren();
+ }
+ if (hb == null) {
+ hb = GetComponent();
+ }
+ InputProxy.Init();
+ }
+
+ void Start() {
+ if (triggerMode == TriggerMode.RaycastOnThisObjectAndChildren) {
+ if (raycastCamera == null) {
+ raycastCamera = HighlightManager.GetCamera();
+ if (raycastCamera == null) {
+ Debug.LogError("Highlight Trigger on " + gameObject.name + ": no camera found!");
+ }
+ }
+ if (colliders != null && colliders.Length > 0) {
+ hits = new RaycastHit[MAX_RAYCAST_HITS];
+ if (Application.isPlaying) {
+ StartCoroutine(DoRayCast());
+ }
+ }
+ } else {
+ Collider collider = GetComponent();
+ if (collider == null) {
+ if (GetComponent() != null) {
+ gameObject.AddComponent();
+ }
+ }
+ }
+ }
+
+
+ IEnumerator DoRayCast() {
+ yield return null;
+ while (triggerMode == TriggerMode.RaycastOnThisObjectAndChildren) {
+ if (raycastCamera == null) {
+ yield return null;
+ continue;
+ }
+
+ int hitCount;
+ bool hit = false;
+
+#if ENABLE_INPUT_SYSTEM
+
+ if (respectUI) {
+ EventSystem es = EventSystem.current;
+ if (es == null) {
+ es = CreateEventSystem();
+ }
+ List raycastResults = new List();
+ PointerEventData eventData = new PointerEventData(es);
+ Vector3 cameraPos = raycastCamera.transform.position;
+ if (raycastSource == RayCastSource.MousePosition) {
+ eventData.position = InputProxy.mousePosition;
+ } else {
+ eventData.position = new Vector2(raycastCamera.pixelWidth * 0.5f, raycastCamera.pixelHeight * 0.5f);
+ }
+ es.RaycastAll(eventData, raycastResults);
+ hitCount = raycastResults.Count;
+ // check UI blocker
+ bool blocked = false;
+ for (int k = 0; k < hitCount; k++) {
+ RaycastResult rr = raycastResults[k];
+ if (rr.module is UnityEngine.UI.GraphicRaycaster) {
+ blocked = true;
+ break;
+ }
+ }
+ if (blocked) {
+ yield return null;
+ continue;
+ }
+ // look for our gameobject
+ for (int k = 0; k < hitCount; k++) {
+ RaycastResult rr = raycastResults[k];
+ float distance = Vector3.Distance(rr.worldPosition, cameraPos);
+ if (distance < minDistance || (maxDistance > 0 && distance > maxDistance)) continue;
+
+ GameObject theGameObject = rr.gameObject;
+ for (int c = 0; c < colliders.Length; c++) {
+ if (colliders[c].gameObject == theGameObject) {
+ Collider theCollider = colliders[c];
+ hit = true;
+ if (selectOnClick && InputProxy.GetMouseButtonDown(0)) {
+ ToggleSelection();
+ break;
+ } else if (theCollider != currentCollider) {
+ SwitchCollider(theCollider);
+ k = hitCount;
+ break;
+ }
+ }
+ }
+ }
+ }
+ // if not blocked by UI and no hit found, fallback to raycast (required if no PhysicsRaycaster is present on the camera)
+
+#endif
+ Ray ray;
+ if (raycastSource == RayCastSource.MousePosition) {
+#if !ENABLE_INPUT_SYSTEM
+
+ if (!CanInteract()) {
+ yield return null;
+ continue;
+ }
+#endif
+ ray = raycastCamera.ScreenPointToRay(InputProxy.mousePosition);
+ } else {
+ ray = new Ray(raycastCamera.transform.position, raycastCamera.transform.forward);
+ }
+ if (maxDistance > 0) {
+ hitCount = Physics.RaycastNonAlloc(ray, hits, maxDistance);
+ } else {
+ hitCount = Physics.RaycastNonAlloc(ray, hits);
+ }
+ for (int k = 0; k < hitCount; k++) {
+ if (Vector3.Distance(hits[k].point, ray.origin) < minDistance) continue;
+ Collider theCollider = hits[k].collider;
+ for (int c = 0; c < colliders.Length; c++) {
+ if (colliders[c] == theCollider) {
+ hit = true;
+ if (selectOnClick && InputProxy.GetMouseButtonDown(0)) {
+ ToggleSelection();
+ break;
+ } else if (theCollider != currentCollider) {
+ SwitchCollider(theCollider);
+ k = hitCount;
+ break;
+ }
+ }
+ }
+ }
+
+
+ if (!hit && currentCollider != null) {
+ SwitchCollider(null);
+ }
+
+ yield return null;
+ }
+ }
+
+#if ENABLE_INPUT_SYSTEM
+ EventSystem CreateEventSystem() {
+ GameObject eo = new GameObject("Event System created by Highlight Plus", typeof(EventSystem), typeof(UnityEngine.InputSystem.UI.InputSystemUIInputModule));
+ return eo.GetComponent();
+ }
+#endif
+
+ void SwitchCollider(Collider newCollider) {
+ if (!highlightOnHover && !hb.isSelected) return;
+
+ currentCollider = newCollider;
+ if (currentCollider != null) {
+ Highlight(true);
+ } else {
+ Highlight(false);
+ }
+ }
+
+ bool CanInteract() {
+ if (!respectUI) return true;
+ EventSystem es = EventSystem.current;
+ if (es == null) return true;
+ if (Application.isMobilePlatform && InputProxy.touchCount > 0 && es.IsPointerOverGameObject(InputProxy.GetFingerIdFromTouch(0))) {
+ return false;
+ } else if (es.IsPointerOverGameObject(-1))
+ return false;
+ return true;
+ }
+
+
+ void OnMouseDown() {
+ if (isActiveAndEnabled && triggerMode == TriggerMode.ColliderEventsOnlyOnThisObject) {
+ if (!CanInteract()) return;
+ if (selectOnClick && InputProxy.GetMouseButtonDown(0)) {
+ ToggleSelection();
+ return;
+ }
+ Highlight(true);
+ }
+ }
+
+ void OnMouseEnter() {
+ if (isActiveAndEnabled && triggerMode == TriggerMode.ColliderEventsOnlyOnThisObject) {
+ if (!CanInteract()) return;
+ Highlight(true);
+ }
+ }
+
+ void OnMouseExit() {
+ if (isActiveAndEnabled && triggerMode == TriggerMode.ColliderEventsOnlyOnThisObject) {
+ if (!CanInteract()) return;
+ Highlight(false);
+ }
+ }
+
+ void Highlight(bool state) {
+ if (state) {
+ if (!hb.highlighted) {
+ if (OnObjectHighlightStart != null && hb.target != null) {
+ if (!OnObjectHighlightStart(hb.target.gameObject)) return;
+ }
+ }
+ } else {
+ if (hb.highlighted) {
+ if (OnObjectHighlightEnd != null && hb.target != null) {
+ OnObjectHighlightEnd(hb.target.gameObject);
+ }
+ }
+ }
+ if (selectOnClick) {
+ if (hb.isSelected) {
+ if (state && selectedAndHighlightedProfile != null) {
+ selectedAndHighlightedProfile.Load(hb);
+ } else if (selectedProfile != null) {
+ selectedProfile.Load(hb);
+ } else {
+ hb.previousSettings.Load(hb);
+ }
+ if (hb.highlighted) {
+ hb.UpdateMaterialProperties();
+ } else {
+ hb.SetHighlighted(true);
+ }
+ return;
+ } else if (!highlightOnHover) {
+ hb.SetHighlighted(false);
+ return;
+ }
+ }
+ hb.SetHighlighted(state);
+ }
+
+
+ void ToggleSelection() {
+
+ HighlightManager.lastTriggerTime = Time.frameCount;
+
+ bool newState = toggle ? !hb.isSelected : true;
+ if (newState) {
+ if (OnObjectSelected != null && !OnObjectSelected(gameObject)) return;
+ } else {
+ if (OnObjectUnSelected != null && !OnObjectUnSelected(gameObject)) return;
+ }
+
+ if (singleSelection && newState) {
+ HighlightManager.DeselectAll();
+ }
+ hb.isSelected = newState;
+ if (newState && !HighlightManager.selectedObjects.Contains(hb)) {
+ HighlightManager.selectedObjects.Add(hb);
+ } else if (!newState && HighlightManager.selectedObjects.Contains(hb)) {
+ HighlightManager.selectedObjects.Remove(hb);
+ }
+
+ if (hb.isSelected) {
+ if (hb.previousSettings == null) {
+ hb.previousSettings = ScriptableObject.CreateInstance();
+ }
+ hb.previousSettings.Save(hb);
+ } else {
+ hb.RestorePreviousHighlightEffectSettings();
+ }
+
+ Highlight(true);
+ }
+
+ public void OnTriggerEnter(Collider other) {
+ if (triggerMode == TriggerMode.Volume) {
+ if ((volumeLayerMask & (1 << other.gameObject.layer)) != 0) {
+ Highlight(true);
+ }
+ }
+ }
+
+ public void OnTriggerExit(Collider other) {
+ if (triggerMode == TriggerMode.Volume) {
+ if ((volumeLayerMask & (1 << other.gameObject.layer)) != 0) {
+ Highlight(false);
+ }
+ }
+ }
+
+
+ }
+
+}
\ No newline at end of file
diff --git a/Assets/HighlightPlus/Scripts/HighlightTrigger.cs.meta b/Assets/HighlightPlus/Scripts/HighlightTrigger.cs.meta
new file mode 100644
index 0000000..614f970
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/HighlightTrigger.cs.meta
@@ -0,0 +1,12 @@
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+guid: 5009cbb7e54994bb586cde7a70f34e6b
+timeCreated: 1542876337
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/HighlightPlus/Scripts/InputProxy.cs b/Assets/HighlightPlus/Scripts/InputProxy.cs
new file mode 100644
index 0000000..7f29b23
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/InputProxy.cs
@@ -0,0 +1,90 @@
+锘縰sing UnityEngine;
+
+#if ENABLE_INPUT_SYSTEM
+using UnityEngine.InputSystem;
+using UnityEngine.InputSystem.Controls;
+using EnhancedTouch = UnityEngine.InputSystem.EnhancedTouch;
+#endif
+
+namespace HighlightPlus {
+
+ public static class InputProxy {
+
+#if ENABLE_INPUT_SYSTEM
+
+ static Vector3 lastPointerPosition;
+
+ public static void Init() {
+ if (!EnhancedTouch.EnhancedTouchSupport.enabled) {
+ EnhancedTouch.EnhancedTouchSupport.Enable();
+ }
+ }
+
+ public static Vector3 mousePosition {
+ get {
+ if (touchCount > 0) {
+ lastPointerPosition = EnhancedTouch.Touch.activeTouches[0].screenPosition;
+ } else {
+ Mouse m = Mouse.current;
+ if (m != null) {
+ lastPointerPosition = m.position.ReadValue();
+ }
+ }
+ return lastPointerPosition;
+ }
+ }
+
+ public static bool GetMouseButtonDown(int buttonIndex) {
+ if (touchCount > 0) {
+ return EnhancedTouch.Touch.activeTouches[0].phase == UnityEngine.InputSystem.TouchPhase.Began;
+ } else {
+ Mouse m = Mouse.current;
+ if (m == null) return false;
+ switch (buttonIndex) {
+ case 1: return m.rightButton.wasPressedThisFrame;
+ case 2: return m.middleButton.wasPressedThisFrame;
+ default: return m.leftButton.wasPressedThisFrame;
+ }
+ }
+ }
+
+ public static int touchCount { get { return EnhancedTouch.Touch.activeTouches.Count; } }
+
+ public static int GetFingerIdFromTouch(int touchIndex) {
+ EnhancedTouch.Touch touch = EnhancedTouch.Touch.activeTouches[touchIndex];
+ return touch.finger.index;
+ }
+
+ public static bool GetKeyDown(string name) {
+ return ((KeyControl)Keyboard.current[name]).wasPressedThisFrame;
+ }
+
+#else
+ public static void Init() {}
+
+ public static Vector3 mousePosition {
+ get {
+ return Input.mousePosition;
+ }
+ }
+
+ public static bool GetMouseButtonDown(int buttonIndex) {
+ return Input.GetMouseButtonDown(buttonIndex);
+ }
+
+ public static int touchCount {
+ get { return Input.touchCount; }
+ }
+
+ public static int GetFingerIdFromTouch(int touchIndex) {
+ return Input.GetTouch(touchIndex).fingerId;
+ }
+
+ public static bool GetKeyDown(string name) {
+ return Input.GetKeyDown(name);
+ }
+
+#endif
+
+ }
+}
diff --git a/Assets/HighlightPlus/Scripts/InputProxy.cs.meta b/Assets/HighlightPlus/Scripts/InputProxy.cs.meta
new file mode 100644
index 0000000..d11561a
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/InputProxy.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/HighlightPlus/Scripts/ShaderParams.cs b/Assets/HighlightPlus/Scripts/ShaderParams.cs
new file mode 100644
index 0000000..e5b0bb6
--- /dev/null
+++ b/Assets/HighlightPlus/Scripts/ShaderParams.cs
@@ -0,0 +1,75 @@
+锘縰sing UnityEngine;
+
+namespace HighlightPlus {
+
+ public static class ShaderParams {
+
+ // general uniforms
+ public static int Cull = Shader.PropertyToID("_Cull");
+ public static int BlurScale = Shader.PropertyToID("_BlurScale");
+ public static int Speed = Shader.PropertyToID("_Speed");
+ public static int ConstantWidth = Shader.PropertyToID("_ConstantWidth");
+ public static int CutOff = Shader.PropertyToID("_CutOff");
+ public static int ZTest = Shader.PropertyToID("_ZTest");
+ public static int Flip = Shader.PropertyToID("_Flip");
+ public static int Debug = Shader.PropertyToID("_Debug");
+ public static int Color = Shader.PropertyToID("_Color");
+ public static int MainTex = Shader.PropertyToID("_MainTex");
+ public static int BlendSrc = Shader.PropertyToID("_BlendSrc");
+ public static int BlendDst = Shader.PropertyToID("_BlendDst");
+
+ // outline uniforms
+ public static int OutlineWidth = Shader.PropertyToID("_OutlineWidth");
+ public static int OutlineZTest = Shader.PropertyToID("_OutlineZTest");
+ public static int OutlineDirection = Shader.PropertyToID("_OutlineDirection");
+ public static int OutlineColor = Shader.PropertyToID("_OutlineColor");
+ public static int OutlineVertexWidth = Shader.PropertyToID("_OutlineVertexWidth");
+
+ // glow uniforms
+ public static int GlowZTest = Shader.PropertyToID("_GlowZTest");
+ public static int GlowStencilComp = Shader.PropertyToID("_GlowStencilComp");
+ public static int GlowStencilOp = Shader.PropertyToID("_GlowStencilOp");
+ public static int GlowDirection = Shader.PropertyToID("_GlowDirection");
+ public static int Glow = Shader.PropertyToID("_Glow");
+ public static int GlowColor = Shader.PropertyToID("_GlowColor");
+ public static int Glow2 = Shader.PropertyToID("_Glow2");
+
+ // see-through uniforms
+ public static int SeeThrough = Shader.PropertyToID("_SeeThrough");
+ public static int SeeThroughNoise = Shader.PropertyToID("_SeeThroughNoise");
+ public static int SeeThroughBorderWidth = Shader.PropertyToID("_SeeThroughBorderWidth");
+ public static int SeeThroughBorderConstantWidth = Shader.PropertyToID("_SeeThroughBorderConstantWidth");
+ public static int SeeThroughTintColor = Shader.PropertyToID("_SeeThroughTintColor");
+ public static int SeeThroughBorderColor = Shader.PropertyToID("_SeeThroughBorderColor");
+ public static int SeeThroughStencilRef = Shader.PropertyToID("_SeeThroughStencilRef");
+ public static int SeeThroughStencilComp = Shader.PropertyToID("_SeeThroughStencilComp");
+ public static int SeeThroughStencilPassOp = Shader.PropertyToID("_SeeThroughStencilPassOp");
+ public static int SeeThroughDepthOffset = Shader.PropertyToID("_SeeThroughDepthOffset");
+ public static int SeeThroughMaxDepth = Shader.PropertyToID("_SeeThroughMaxDepth");
+ public static int SeeThroughOrdered = Shader.PropertyToID("_SeeThroughOrdered");
+
+ // inner glow uniforms
+ public static int InnerGlowWidth = Shader.PropertyToID("_InnerGlowWidth");
+ public static int InnerGlowZTest = Shader.PropertyToID("_InnerGlowZTest");
+ public static int InnerGlowColor = Shader.PropertyToID("_InnerGlowColor");
+
+ // overlay uniforms
+ public static int OverlayData = Shader.PropertyToID("_OverlayData");
+ public static int OverlayBackColor = Shader.PropertyToID("_OverlayBackColor");
+ public static int OverlayColor = Shader.PropertyToID("_OverlayColor");
+ public static int OverlayHitPosData = Shader.PropertyToID("_OverlayHitPosData");
+ public static int OverlayHitStartTime = Shader.PropertyToID("_OverlayHitStartTime");
+ public static int OverlayTexture = Shader.PropertyToID("_OverlayTexture");
+
+ // target uniforms
+ public static int TargetFXRenderData = Shader.PropertyToID("_TargetFXRenderData");
+
+ // keywords
+ public const string SKW_ALPHACLIP = "HP_ALPHACLIP";
+ public const string SKW_DEPTHCLIP = "HP_DEPTHCLIP";
+ public const string SKW_DEPTH_OFFSET = "HP_DEPTH_OFFSET";
+ public const string SKW_USES_OVERLAY_TEXTURE = "HP_USES_OVERLAY_TEXTURE";
+ public const string SKW_SEETHROUGH_ONLY_BORDER = "HP_SEETHROUGH_ONLY_BORDER";
+ }
+}
+
diff --git a/Assets/HighlightPlus/Scripts/ShaderParams.cs.meta b/Assets/HighlightPlus/Scripts/ShaderParams.cs.meta
new file mode 100644
index 0000000..e076e9c
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+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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index 324b88d..b9799a3 100644
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+++ b/Assets/Prefabs/Battay.prefab
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index 0e54f85..56346b4 100644
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+++ b/Assets/Prefabs/鐑熺_鏃犲姩鐢 (1).prefab
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diff --git a/Assets/Prefabs/鐑熺_鏃犲姩鐢.prefab b/Assets/Prefabs/鐑熺_鏃犲姩鐢.prefab
index 8056fe9..f63fdd3 100644
--- a/Assets/Prefabs/鐑熺_鏃犲姩鐢.prefab
+++ b/Assets/Prefabs/鐑熺_鏃犲姩鐢.prefab
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diff --git a/Assets/Scripts/Machine.cs b/Assets/Scripts/Machine.cs
index 6852101..5b87145 100644
--- a/Assets/Scripts/Machine.cs
+++ b/Assets/Scripts/Machine.cs
@@ -1,5 +1,7 @@
+using Cysharp.Threading.Tasks;
using DefaultNamespace;
using DG.Tweening;
+using System;
using System.Collections;
using System.Collections.Generic;
using System.Drawing;
@@ -24,67 +26,71 @@ public class Machine : MonoBehaviour
/// 接收执行的动画
///
private GameObject boxdata;
+ private int Number = 0;
+ private int Number2 = 0;
+ ///
+ /// 初始化判断
+ ///
+ private bool ispcon = false;
+ ///
+ /// 特殊实箱
+ ///
+ public Material Specialkernelbox;
private void Awake()
{
}
void Update()
{
- //if (Input.GetKeyDown(KeyCode.A))
- //{
- // //GameObject ga = Instantiate(Box2);
- // //GameObject game = ga.transform.GetChild(0).gameObject;
- // //Destroy(game);
- // //ga.transform.position = points.transform.position;
- // //ga.transform.localEulerAngles = new Vector3(0, 0, 0);
- // //ga.transform.SetParent(points);
- // //animations["take"].time = 5f;
- // animations.Play("take");
- //}
- //if (Input.GetKeyDown(KeyCode.S))
- //{
- // animations.Play("take");
- //}
- //if (Input.GetKeyDown(KeyCode.D))
- //{
- // animations.Play("To");
- //}
- //if (Input.GetKeyDown(KeyCode.F))
- //{
- // animations.Play("hello");
- //}
- //if (Input.GetKeyDown(KeyCode.G))
- //{
- // animations.Play("qing");
- //}
- //if (Input.GetKeyDown(KeyCode.H))
- //{
- // animations.Play("qinghou");
- //}
- //if (Input.GetKeyDown(KeyCode.J))
- //{
- // animations.Play("add");
- //}
- //if (Input.GetKeyDown(KeyCode.K))
- //{
- // animations.Play("put");
- //}
+
}
public void Getarm(Roboticarm roboticarm)
{
- if (roboticarm.Jobcontent.Length > 0 && roboticarm.Workingsmokeboxnumber != "0")
+
+ if (roboticarm.Jobcontent != "0" && roboticarm.Workstation != "0")
{
- Motionexecution(roboticarm.Jobcontent, roboticarm);
+ int worksta = int.Parse(roboticarm.Workstation);
+ int index = int.Parse(roboticarm.Jobcontent);
+ if (index != Number && worksta != Number2)
+ {
+ Debug.Log("进来了调用步骤" + index);
+ Motionexecution(roboticarm.Jobcontent, roboticarm);
+ Number2 = worksta;
+ }
+ }
+ if (!ispcon)
+ {
+ int index = int.Parse(roboticarm.Jobcontent);
+ if (index > 1)
+ {
+ Init();
+ Debug.Log("机械手臂初始化" + roboticarm.Jobcontent);
+ }
+ ispcon = true;
}
}
+
+ private void Init()
+ {
+ if (points.childCount == 0)
+ {
+ GameObject box = Instantiate(Box, points);
+ Renderer renderer = box.GetComponent();
+ if (renderer)
+ {
+ renderer.material = Specialkernelbox;
+ }
+ box.transform.SetParent(points);
+ }
+ }
+
///
/// 先判断步骤运动到指定位置再执行动画
///
///
///
- public void Motionexecution(string procedurem, Roboticarm roboticarm)
+ public async UniTask Motionexecution(string procedurem, Roboticarm roboticarm)
{
- Debug.Log("调用步骤");
switch (procedurem)
{
case "1":
@@ -92,6 +98,7 @@ public class Machine : MonoBehaviour
{
if (MqttManager.Instance.Mechanicalarm(roboticarm.Workstation))
{
+ Number = 1;
Debug.Log("取箱子");
Transform point = MqttManager.Instance.Mechanicalarm(roboticarm.Workstation);
transform.DOMove(point.position, (Vector3.Distance(transform.position, point.position) / speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
@@ -103,7 +110,7 @@ public class Machine : MonoBehaviour
}
break;
case "2":
- if (roboticarm.Workstation.Length > 0)
+ if (roboticarm.Workstation == "10" || roboticarm.Workstation == "9")
{
Debug.Log("读箱子信息");
if (MqttManager.Instance.Mechanicalarm(roboticarm.Workstation))
@@ -112,12 +119,19 @@ public class Machine : MonoBehaviour
transform.DOMove(box.position, (Vector3.Distance(transform.position, box.position) / speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
{
animations.Play("read");
+ Number = 2;
+ Number2 = 666;
});
}
}
+ else
+ {
+ Number = 3;
+ Number2 = 991;
+ }
break;
case "3":
- if (roboticarm.Workstation.Length > 0)
+ if (roboticarm.Workstation == "10" || roboticarm.Workstation == "9")
{
Debug.Log("去盖");
if (MqttManager.Instance.Mechanicalarm(roboticarm.Workstation))
@@ -126,12 +140,18 @@ public class Machine : MonoBehaviour
transform.DOMove(box.position, (Vector3.Distance(transform.position, box.position) / speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
{
animations.Play("To");
+ Number = 3;
});
}
}
+ else
+ {
+ Number = 4;
+ Number2 = 992;
+ }
break;
case "4":
- if (roboticarm.Workstation.Length > 0)
+ if (roboticarm.Workstation != "10" || roboticarm.Workstation != "9")
{
Debug.Log("喂料");
if (MqttManager.Instance.Mechanicalarm(roboticarm.Workstation))
@@ -140,12 +160,18 @@ public class Machine : MonoBehaviour
transform.DOMove(box.position, (Vector3.Distance(transform.position, box.position) / speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
{
animations.Play("hello");
+ Number = 4;
});
}
}
+ else
+ {
+ Number = 5;
+ Number2 = 993;
+ }
break;
case "5":
- if (roboticarm.Workstation.Length > 0)
+ if (roboticarm.Workstation == "10" || roboticarm.Workstation == "9")
{
Debug.Log("清扫");
if (MqttManager.Instance.Mechanicalarm(roboticarm.Workstation))
@@ -154,12 +180,19 @@ public class Machine : MonoBehaviour
transform.DOMove(box.position, (Vector3.Distance(transform.position, box.position) / speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
{
animations.Play("qing");
+ Number = 5;
+ Number2 = 888;
});
}
}
+ else
+ {
+ Number = 6;
+ Number2 = 994;
+ }
break;
case "6":
- if (roboticarm.Workstation.Length > 0)
+ if (roboticarm.Workstation == "10" || roboticarm.Workstation == "9")
{
Debug.Log("拍照");
if (MqttManager.Instance.Mechanicalarm(roboticarm.Workstation))
@@ -167,13 +200,19 @@ public class Machine : MonoBehaviour
Transform box = MqttManager.Instance.Mechanicalarm(roboticarm.Workstation);
transform.DOMove(box.position, (Vector3.Distance(transform.position, box.position) / speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
{
-
+ Number = 6;
+ Number2 = 777;
});
}
}
+ else
+ {
+ Number = 7;
+ Number2 = 995;
+ }
break;
case "7":
- if (roboticarm.Workstation.Length > 0)
+ if (roboticarm.Workstation == "10" || roboticarm.Workstation == "9")
{
Debug.Log("加盖");
if (MqttManager.Instance.Mechanicalarm(roboticarm.Workstation))
@@ -182,12 +221,18 @@ public class Machine : MonoBehaviour
transform.DOMove(box.position, (Vector3.Distance(transform.position, box.position) / speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
{
animations.Play("qinghou");
+ Number = 7;
});
}
}
+ else
+ {
+ Number = 8;
+ Number2 = 996;
+ }
break;
case "8":
- if (roboticarm.Workstation.Length > 0)
+ if (roboticarm.Workstation.Length > 2)
{
Debug.Log("放箱子");
if (MqttManager.Instance.Mechanicalarm(roboticarm.Workstation))
@@ -198,11 +243,18 @@ public class Machine : MonoBehaviour
animations.Play("put");
Invoke("Laydown", 1f);
StartCoroutine(Judgmentbox2(roboticarm.Workstation));
+ Number = 8;
});
}
}
+ else
+ {
+ Number = 9;
+ Number2 = 997;
+ }
break;
default:
+ Debug.Log("没有满足条件");
break;
}
}
@@ -341,9 +393,10 @@ public class Machine : MonoBehaviour
else if (points.childCount == 1)
{
Debug.Log("添加第二个箱子");
- if (boxdata)
+ GameObject box = points.GetChild(0).gameObject;
+ if (box)
{
- Destroy(boxdata);
+ Destroy(box);
}
GameObject game = Instantiate(Box2, points.transform);
}
diff --git a/Assets/Scripts/MqttManager.cs b/Assets/Scripts/MqttManager.cs
index ff7290f..676fd70 100644
--- a/Assets/Scripts/MqttManager.cs
+++ b/Assets/Scripts/MqttManager.cs
@@ -10,6 +10,7 @@ using System.Threading.Tasks;
using Cysharp.Threading.Tasks;
using DefaultNamespace;
using DG.Tweening;
+using HighlightPlus;
using Newtonsoft.Json;
using TMPro;
using UnityEngine;
@@ -112,11 +113,15 @@ public class MqttManager : MonoSingleton
public Transform[] Robotpoints;
[Header("鎵鏈夌數姹犺澶")]
public List batteryanimations = new List();
- private void Awake()
+ [Header("杈撻佹満璁惧鏁呴殰楂樹寒")]
+ public List Highlights = new List();
+ [Header("鎻愬崌鏈洪珮浜晠闅")]
+ public List hoisters = new List();
+ public void Awake()
{
//鍚姩MQTT杩炴帴
Application.ExternalCall("OpenHtmlMQTT");
-
+ //Debug.Log("杩炴帴鎴愬姛MQTT");
ProcessQueue().Forget();
}
@@ -135,10 +140,7 @@ public class MqttManager : MonoSingleton
messageQueue.Enqueue(message); // 灏嗘秷鎭瓨鍏ラ槦鍒
}
-
-
-
- private async UniTaskVoid ProcessQueue()
+ public async UniTaskVoid ProcessQueue()
{
while (true)
{
@@ -148,6 +150,7 @@ public class MqttManager : MonoSingleton
Debug.Log($"鍓╀綑锛歿messageQueue.Count}鏉℃暟鎹紝鍙栨暟鎹-----> {message}");
//await UniTask.Delay(10);
Allequipment str = JsonConvert.DeserializeObject(message);
+ //Debug.Log("鎺ユ敹鍒扮殑鏁版嵁" + str);
//Debug.Log("鑾峰彇鍒颁簡鏁版嵁");
//Debug.Log(str.device + " " + str.message);
devices.Add(str);
@@ -222,9 +225,12 @@ public class MqttManager : MonoSingleton
for (int i = 0; i < warehousingdatas.Count; i++)
{
int index = i;
- if (warehousingdatas[index].ID == convoyorequipment.Id)
+ if (warehousingdatas[index] != null)
{
- warehousingdatas[index].Equipmentdata(convoyorequipment);
+ if (warehousingdatas[index].ID == convoyorequipment.Id)
+ {
+ warehousingdatas[index].Equipmentdata(convoyorequipment);
+ }
}
}
}
@@ -258,7 +264,6 @@ public class MqttManager : MonoSingleton
int index = i;
if (machines[index].Id == roboticarm.id)
{
- Debug.Log("杩涙潵浜");
machines[index].Getarm(roboticarm);
Debug.Log("璋冪敤瀵瑰簲鏈烘鎵嬭噦" + roboticarm.id);
}
@@ -267,7 +272,7 @@ public class MqttManager : MonoSingleton
default:
break;
}
- await UniTask.Delay(15);
+ await UniTask.Delay(100);
}
else
{
@@ -334,4 +339,69 @@ public class MqttManager : MonoSingleton
Debug.Log("娣诲姞鍚庣瀛愪釜鏁" + boxinformationList.Count);
}
}
+
+ ///
+ /// 鍏ュ簱杈撻佹満
+ ///
+ ///
+ public void Highlight(string init)
+ {
+ if (Highlights.Count > 0)
+ {
+ for (int i = 0; i < Highlights.Count; i++)
+ {
+ if (Highlights[i].name == init)
+ {
+ HighlightEffect highlightEffect = Highlights[i].transform.GetComponent();
+ highlightEffect.highlighted = true;
+ }
+ }
+ }
+ }
+ public void Highlight3(string init)
+ {
+ if (Highlights.Count > 0)
+ {
+ for (int i = 0; i < Highlights.Count; i++)
+ {
+ if (Highlights[i].name == init)
+ {
+ HighlightEffect highlightEffect = Highlights[i].transform.GetComponent();
+ highlightEffect.highlighted = false;
+ }
+ }
+ }
+ }
+ ///
+ /// 鎻愬崌鏈洪珮浜
+ ///
+ ///
+ public void Highlight2(string init)
+ {
+ if (hoisters.Count > 0)
+ {
+ for (int i = 0; i < hoisters.Count; i++)
+ {
+ if (hoisters[i].name == init)
+ {
+ HighlightEffect highlightEffect = hoisters[i].transform.GetComponent();
+ highlightEffect.highlighted = true;
+ }
+ }
+ }
+ }
+ public void Highlight4(string init)
+ {
+ if (hoisters.Count > 0)
+ {
+ for (int i = 0; i < hoisters.Count; i++)
+ {
+ if (hoisters[i].name == init)
+ {
+ HighlightEffect highlightEffect = hoisters[i].transform.GetComponent();
+ highlightEffect.highlighted = false;
+ }
+ }
+ }
+ }
}
diff --git a/Assets/Scripts/ShelfBoxModel.cs b/Assets/Scripts/ShelfBoxModel.cs
index 3e47f0f..184b076 100644
--- a/Assets/Scripts/ShelfBoxModel.cs
+++ b/Assets/Scripts/ShelfBoxModel.cs
@@ -1690,6 +1690,7 @@ namespace DefaultNamespace
[Serializable]
public class Cigarette
{
+ public string dLocDesc;
///
///
///
@@ -2252,6 +2253,7 @@ namespace DefaultNamespace
[Serializable]
public class Secondarybox
{
+ public string dLocDesc;
///
///
///
diff --git a/Assets/Scripts/YL/Batteryanimation.cs b/Assets/Scripts/YL/Batteryanimation.cs
index 61fb629..e0f389d 100644
--- a/Assets/Scripts/YL/Batteryanimation.cs
+++ b/Assets/Scripts/YL/Batteryanimation.cs
@@ -1,9 +1,22 @@
+using Cysharp.Threading.Tasks;
using DefaultNamespace;
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+public enum Batterytoggle
+{
+ None,
+ movement1,
+ movement2,
+ movement3,
+ movement4,
+ movement5,
+ movement6,
+ movement7,
+ movement8,
+}
public class Batteryanimation : MonoBehaviour
{
[Header("电池id")]
@@ -21,6 +34,8 @@ public class Batteryanimation : MonoBehaviour
///
private bool ispcon = false;
private float speed = 1f;
+ private Batterytoggle batterytoggle = Batterytoggle.None;
+ private Batterytoggle battery2;
void Start()
{
@@ -53,35 +68,125 @@ public class Batteryanimation : MonoBehaviour
}
if (qcbd.Take0Battery == "True")
{
- Takebattery(point1, point5);
+ batterytoggle = Batterytoggle.movement1;
+ if (batterytoggle != battery2)
+ {
+ Switchanimation(batterytoggle);
+ Debug.Log("电池操作1");
+ }
+ //Takebattery(point1, point5);
}
else if (qcbd.Put0Battery == "True")
{
- Putbattery(point1, point5);
+ batterytoggle = Batterytoggle.movement2;
+ if (batterytoggle != battery2)
+ {
+ Switchanimation(batterytoggle);
+ Debug.Log("电池操作2");
+ }
+ // Putbattery(point1, point5);
}
else if (qcbd.Take1Battery == "True")
{
- Batterywithdrawal(point2, point6);
+ batterytoggle = Batterytoggle.movement3;
+ if (batterytoggle != battery2)
+ {
+ Switchanimation(batterytoggle);
+ Debug.Log("电池操作3");
+ }
+ //Batterywithdrawal(point2, point6);
}
else if (qcbd.Put1Battery == "True")
{
- Dischargecell(point2, point6);
+ batterytoggle = Batterytoggle.movement4;
+ if (batterytoggle != battery2)
+ {
+ Switchanimation(batterytoggle);
+ Debug.Log("电池操作4");
+ }
+ //Dischargecell(point2, point6);
}
else if (qcbd.Take2Battery == "True")
{
- Batterywithdrawal(point3, point7);
+ batterytoggle = Batterytoggle.movement5;
+ if (batterytoggle != battery2)
+ {
+ Switchanimation(batterytoggle);
+ Debug.Log("电池操作5");
+ }
+ //Batterywithdrawal(point3, point7);
}
else if (qcbd.Put2Battery == "True")
{
- Dischargecell(point3, point7);
+ batterytoggle = Batterytoggle.movement6;
+ if (batterytoggle != battery2)
+ {
+ Switchanimation(batterytoggle);
+ Debug.Log("电池操作6");
+ }
+ //Dischargecell(point3, point7);
}
else if (qcbd.Take3Battery == "True")
{
- Batterywithdrawal(point4, point8);
+ batterytoggle = Batterytoggle.movement7;
+ if (batterytoggle != battery2)
+ {
+ Switchanimation(batterytoggle);
+ Debug.Log("电池操作7");
+ }
+ //Batterywithdrawal(point4, point8);
}
else if (qcbd.Put3Battery == "True")
{
- Dischargecell(point4, point8);
+ batterytoggle = Batterytoggle.movement8;
+ if (batterytoggle != battery2)
+ {
+ Switchanimation(batterytoggle);
+ Debug.Log("电池操作8");
+ }
+ //Dischargecell(point4, point8);
+ }
+ }
+ public async UniTask Switchanimation(Batterytoggle batterytoggle)
+ {
+ switch (batterytoggle)
+ {
+ case Batterytoggle.None:
+ break;
+ case Batterytoggle.movement1:
+ Takebattery(point1, point5);
+ battery2 = Batterytoggle.movement1;
+ break;
+ case Batterytoggle.movement2:
+ Putbattery(point1, point5);
+ battery2 = Batterytoggle.movement2;
+ break;
+ case Batterytoggle.movement3:
+ Batterywithdrawal(point2, point6);
+ battery2 = Batterytoggle.movement3;
+ break;
+ case Batterytoggle.movement4:
+ Dischargecell(point2, point6);
+ battery2 = Batterytoggle.movement4;
+ break;
+ case Batterytoggle.movement5:
+ Batterywithdrawal(point3, point7);
+ battery2 = Batterytoggle.movement5;
+ break;
+ case Batterytoggle.movement6:
+ Dischargecell(point3, point7);
+ battery2 = Batterytoggle.movement6;
+ break;
+ case Batterytoggle.movement7:
+ Batterywithdrawal(point4, point8);
+ battery2 = Batterytoggle.movement7;
+ break;
+ case Batterytoggle.movement8:
+ Dischargecell(point4, point8);
+ battery2 = Batterytoggle.movement8;
+ break;
+ default:
+ break;
}
}
///
@@ -99,7 +204,7 @@ public class Batteryanimation : MonoBehaviour
///
/// 取小车电池
///
- public void Takebattery(Transform pos, Transform pos2)
+ public async UniTask Takebattery(Transform pos, Transform pos2)
{
if (pos && pos2)
{
@@ -119,7 +224,7 @@ public class Batteryanimation : MonoBehaviour
///
///
///
- public void Putbattery(Transform pos, Transform pos2)
+ public async UniTask Putbattery(Transform pos, Transform pos2)
{
if (pos && pos2)
{
@@ -143,7 +248,7 @@ public class Batteryanimation : MonoBehaviour
///
/// 放电池
///
- public void Dischargecell(Transform pos, Transform pos2)
+ public async UniTask Dischargecell(Transform pos, Transform pos2)
{
if (pos && pos2)
{
@@ -168,7 +273,7 @@ public class Batteryanimation : MonoBehaviour
///
///
///
- public void Batterywithdrawal(Transform pos, Transform pos2)
+ public async UniTask Batterywithdrawal(Transform pos, Transform pos2)
{
if (pos && pos2)
{
diff --git a/Assets/Scripts/YL/Boxcoder.cs b/Assets/Scripts/YL/Boxcoder.cs
new file mode 100644
index 0000000..b1dbc3f
--- /dev/null
+++ b/Assets/Scripts/YL/Boxcoder.cs
@@ -0,0 +1,26 @@
+using DG.Tweening;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Boxcoder : MonoBehaviour
+{
+ public Transform Points;
+ public float speed = 3.5f;
+
+ void OnTriggerStay(Collider other)
+ {
+ if (other.gameObject.CompareTag("Box"))
+ {
+ if (Points.childCount == 0)
+ {
+ GameObject game = other.gameObject;
+ game.transform.SetParent(null);
+ game.transform.DOMove(Points.position, (Vector3.Distance(game.transform.position, Points.position) / speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
+ {
+ game.transform.SetParent(Points);
+ });
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/YL/Boxcoder.cs.meta b/Assets/Scripts/YL/Boxcoder.cs.meta
new file mode 100644
index 0000000..59e0e1e
--- /dev/null
+++ b/Assets/Scripts/YL/Boxcoder.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 0ae22fd9b481657478b18ceb279fce14
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/YL/Boxdatapanel.cs b/Assets/Scripts/YL/Boxdatapanel.cs
index 0fa69ef..13eb0cd 100644
--- a/Assets/Scripts/YL/Boxdatapanel.cs
+++ b/Assets/Scripts/YL/Boxdatapanel.cs
@@ -14,9 +14,10 @@ public class Boxdatapanel : MonoBehaviour
///
public Text Positiontext, Datetext, Cigarettename, lotnumber, Upcasenumber, Upweighttext, Downcasenumber, Downweighttext;
public Text Emptytext;
- public void Getbox(string cigarettename, string lotnumber, string Upcasenumber, string Upweighttext, string Downcasenumber, string Downweighttext, Action action)
+ public void Getbox(string postition, string datetext, string cigarettename, string lotnumber, string Upcasenumber, string Upweighttext, string Downcasenumber, string Downweighttext, Action action)
{
-
+ this.Positiontext.text = postition;
+ this.Datetext.text = datetext;
this.Cigarettename.text = cigarettename;
this.lotnumber.text = lotnumber;
this.Upcasenumber.text = Upcasenumber;
@@ -34,8 +35,10 @@ public class Boxdatapanel : MonoBehaviour
///
/// 获取箱子上面信息
///
- public void Getdata(string cigare, string lotnumber, string upcase, string weight)
+ public void Getdata(string postition, string datetext,string cigare, string lotnumber, string upcase, string weight)
{
+ this.Positiontext.text = postition;
+ this.Datetext.text = datetext;
this.Cigarettename.text = cigare;
this.lotnumber.text = lotnumber;
this.Upcasenumber.text = upcase;
diff --git a/Assets/Scripts/YL/Carinformation.cs b/Assets/Scripts/YL/Carinformation.cs
index cf75f78..67318b8 100644
--- a/Assets/Scripts/YL/Carinformation.cs
+++ b/Assets/Scripts/YL/Carinformation.cs
@@ -1,5 +1,6 @@
using DefaultNamespace;
using DG.Tweening;
+using HighlightPlus;
using System;
using System.Collections;
using System.Collections.Generic;
@@ -7,6 +8,7 @@ using System.Reflection;
using System.Runtime.ConstrainedExecution;
using Unity.VisualScripting;
using UnityEngine;
+using UnityEngine.UIElements;
using static InterfaceManager;
public class Carinformation : MonoBehaviour
@@ -61,18 +63,15 @@ public class Carinformation : MonoBehaviour
///
public void Setbox(Carequipment carequipment)
{
- if (carequipment.JobState_JobID.Length > 0)
+ if (carequipment.CarState_Err01 != "" && carequipment.CarState_Err01 != "0")
{
- if (transform.childCount > 0 && isInit)
- {
- if (transform.GetChild(0).GetComponent())
- {
- //给箱子加任务号
- Debug.Log("添加任务号");
- Boxtasknumber boxtasknumber = transform.GetChild(0).GetComponent();
- boxtasknumber.ID = carequipment.JobState_JobID;
- }
- }
+ HighlightEffect highlightEffect = transform.GetComponent();
+ highlightEffect.highlighted = true;
+ }
+ else
+ {
+ HighlightEffect highlightEffect = transform.GetComponent();
+ highlightEffect.highlighted = false;
}
string pointName = carequipment.CarState_Car_Row + "-" + carequipment.CarState_Car_Column + "-" + carequipment.CarState_Car_Layer;
if (MqttManager.Instance.GetTransformByName(pointName))
@@ -81,10 +80,10 @@ public class Carinformation : MonoBehaviour
if (currentPoint && !isInit)
{
SetPoint(currentPoint);
- if (carequipment.CarState_CarPlt == "2" && currentPoint.childCount == 0 && transform.childCount == 0 && carequipment.JobState_JobID.Length > 0)
+ if (carequipment.CarState_CarPlt == "1" && currentPoint.childCount == 0 && transform.childCount == 0 && carequipment.JobState_BoxCode.Length > 0)
{
//小车初始化
- Initbox(carequipment.JobState_JobID, carequipment.CarState_Car_Layer);
+ Initbox(carequipment.JobState_BoxCode, carequipment.CarState_Car_Layer);
}
isInit = true;
}
@@ -92,11 +91,14 @@ public class Carinformation : MonoBehaviour
{
Designateddisplacement(currentPoint.position, Speed);
}
- if (carequipment.CarState_CarPlt == "2")
+ if (carequipment.CarState_CarPlt == "1" && isInit)
{
- Encasement(currentPoint);
+ if (carequipment.JobState_BoxCode != "0")
+ {
+ Encasement(carequipment.JobState_BoxCode, currentPoint);
+ }
}
- else if (carequipment.CarState_CarPlt == "1")
+ else if (carequipment.CarState_CarPlt == "2" && isInit)
{
UnloadBox(currentPoint);
}
@@ -136,7 +138,7 @@ public class Carinformation : MonoBehaviour
{
GameObject box = Instantiate(BoxID, transform);
Boxtasknumber boxtasknumber = box.GetComponent();
- boxtasknumber.ID = initdata.result[0].transferId;
+ boxtasknumber.ID = boxdata;
Debug.Log("小车初始化" + boxtasknumber.ID);
switch (initdata.result[0].palletType)
{
@@ -240,10 +242,20 @@ public class Carinformation : MonoBehaviour
/// 执行上箱
///
///
- public void Encasement(Transform point)
+ public void Encasement(string id, Transform point)
{
if (point.childCount > 0)
{
+ GameObject box = point.GetChild(0).gameObject;
+ if (true)
+ {
+ Boxtasknumber boxtasknumber = box.GetComponent();
+ Boxinformation boxinformation = box.GetComponent();
+ if (boxtasknumber && boxinformation)
+ {
+ Pointid(id, boxtasknumber, boxinformation);
+ }
+ }
Collider collider = point.GetChild(0).gameObject.GetComponent();
if (collider != null)
{
@@ -283,4 +295,21 @@ public class Carinformation : MonoBehaviour
}
}
}
+ ///
+ /// 接收箱子身上id
+ ///
+ ///
+ public void Pointid(string id, Boxtasknumber boxtasknumber, Boxinformation boxinformation)
+ {
+ string url = Tasknumber + id;
+ Debug.Log("小车上箱子请求接口ID" + boxtasknumber.ID);
+ StartCoroutine(Getstring(url, (data) =>
+ {
+ Debug.Log("小车上箱请求接口返回的数据" + data);
+ Initdata initdata = JsonUtility.FromJson(data);
+ boxinformation.locationId = initdata.result[0].sloc;
+ boxtasknumber.ID = null;
+ Debug.Log("箱子上箱完毕小车身上箱子id" + boxtasknumber.ID + "小车身上locationId" + boxinformation.locationId);
+ }));
+ }
}
diff --git a/Assets/Scripts/YL/Conveyordata.cs b/Assets/Scripts/YL/Conveyordata.cs
index e0ac364..804fe9e 100644
--- a/Assets/Scripts/YL/Conveyordata.cs
+++ b/Assets/Scripts/YL/Conveyordata.cs
@@ -1,5 +1,7 @@
+using Cysharp.Threading.Tasks;
using DefaultNamespace;
using DG.Tweening;
+using HighlightPlus;
using System;
using System.Collections;
using System.Collections.Generic;
@@ -69,140 +71,378 @@ public class Conveyordata : MonoBehaviour
public Transform Points;
public void ConveyorData(Convoyorequipment convoyorequipment)
{
- if (convoyorequipment.TaskNumber != "0")
+ if (convoyorequipment.FaultFree == "False" && ID != "5421" && ID != "5424" && ID != "5427" && ID != "5430")
{
- //添加任务号
- if (convoyorequipment.TaskNumber.Length > 0 && convoyorequipment.BoxesNumber != "0" && !ispcon)
+ HighlightEffect highlightEffect = transform.GetComponent();
+ highlightEffect.highlighted = true;
+ }
+ else if(convoyorequipment.FaultFree == "True" && ID != "5421" && ID != "5424" && ID != "5427" && ID != "5430")
+ {
+ HighlightEffect highlightEffect = transform.GetComponent();
+ highlightEffect.highlighted = false;
+ }
+ if (ispcon)
+ {
+ int index = int.Parse(convoyorequipment.Id);
+ if (index < 5419 && ispcon)
{
- Debug.Log("初始化输出机");
- if (convoyorequipment.BoxesNumber == "2" && ID == "5430" && !ispcon)
+ if (index % 2 == 0)
{
- Hoistmovement hoistmovement = transform.GetComponent();
- if (hoistmovement)
+ if (index == 5404 || index == 5410 || index == 5412 || convoyorequipment.TaskNumber != "0" && convoyorequipment.ReverseRotation == "True")
{
- if (hoistmovement.Floor ==1)
+ if (Points.childCount == 1)
{
- Debug.Log("提升机初始化一层");
- IntiPos(convoyorequipment, hoistmovement.Downpoint);
- }
- else if (hoistmovement.Floor == 2)
- {
- Debug.Log("提升机初始化二层");
- IntiPos2(convoyorequipment, hoistmovement.UPpoint);
+ if (Points.GetChild(0).childCount == 1)
+ {
+ Reverseposition();
+ Debug.Log("双数输送机反转" + convoyorequipment.Id);
+ }
}
}
- ispcon = true;
- }
- else if(convoyorequipment.BoxesNumber == "2" && ID == "5427" && !ispcon)
- {
- Hoistmovement hoistmovement = transform.GetComponent();
- if (hoistmovement)
+ else
{
- if (hoistmovement.Floor == 1)
+ Debug.Log("双数输送机" + convoyorequipment.Id);
+ }
+ }
+ else
+ {
+ if (convoyorequipment.TaskNumber != "0" && convoyorequipment.LowerBoxNumber != "0" && convoyorequipment.ForwardRotation == "True")
+ {
+ Forwardposition();
+ Debug.Log("输送机正传" + convoyorequipment.Id);
+ }
+ }
+ }
+ else if (index > 5418 && index != 5421 && index != 5424 && index != 5427 && index != 5430 && ispcon)
+ {
+ if (convoyorequipment.TaskNumber != "0" && convoyorequipment.LowerBoxNumber != "0" && convoyorequipment.ForwardRotation == "True")
+ {
+ Debug.Log("出库正转" + convoyorequipment.Id);
+ Forwardposition();
+
+ }
+ else if (convoyorequipment.ReverseRotation == "True")
+ {
+ Debug.Log("出库反转" + convoyorequipment.Id);
+
+ Reverseposition2();
+ }
+ }
+ }
+ //初始化
+ if (convoyorequipment.BoxesNumber != "0" && !ispcon)
+ {
+ Debug.Log("初始化输出机");
+ if (convoyorequipment.BoxesNumber == "2" && ID == "5430" && !ispcon)
+ {
+ Hoistmovement hoistmovement = transform.GetComponent();
+ if (hoistmovement)
+ {
+ if (hoistmovement.Floor == 1)
+ {
+ Debug.Log("提升机初始化一层");
+ if (convoyorequipment.LowerBoxNumber != "0")
{
- Debug.Log("提升机初始化一层");
IntiPos(convoyorequipment, hoistmovement.Downpoint);
}
- else if (hoistmovement.Floor == 2)
+ else
{
- Debug.Log("提升机初始化二层");
- IntiPos2(convoyorequipment, hoistmovement.UPpoint);
+ Boxquantity(2, Boxgame2, Points);
}
}
- ispcon = true;
- }
- else if(convoyorequipment.BoxesNumber == "2" && ID == "5424" && !ispcon)
- {
- Hoistmovement hoistmovement = transform.GetComponent();
- if (hoistmovement)
+ else if (hoistmovement.Floor == 2)
{
- if (hoistmovement.Floor == 1)
+ Debug.Log("提升机初始化二层");
+ if (convoyorequipment.LowerBoxNumber != "0")
{
- Debug.Log("提升机初始化一层");
- IntiPos(convoyorequipment, hoistmovement.Downpoint);
- }
- else if (hoistmovement.Floor == 2)
- {
- Debug.Log("提升机初始化二层");
IntiPos2(convoyorequipment, hoistmovement.UPpoint);
}
- }
- ispcon = true;
- }
- else if(convoyorequipment.BoxesNumber == "2" && ID == "5421" && !ispcon)
- {
- Hoistmovement hoistmovement = transform.GetComponent();
- if (hoistmovement)
- {
- if (hoistmovement.Floor == 1)
+ else
{
- Debug.Log("提升机初始化一层");
- IntiPos(convoyorequipment, hoistmovement.Downpoint);
- }
- else if (hoistmovement.Floor == 2)
- {
- Debug.Log("提升机初始化二层");
- IntiPos2(convoyorequipment, hoistmovement.UPpoint);
+ Boxquantity(2, Boxgame2, Points);
}
}
- ispcon = true;
- }
- if (convoyorequipment.BoxesNumber == "1" && !ispcon)
- {
- Init(convoyorequipment);
- }
- else if (convoyorequipment.BoxesNumber == "2" && !ispcon)
- {
- Init2(convoyorequipment);
}
ispcon = true;
}
- else if (convoyorequipment.TaskNumber.Length > 0)
+ else if (convoyorequipment.BoxesNumber == "2" && ID == "5427" && !ispcon)
{
- if (transform.childCount > 0)
+ Hoistmovement hoistmovement = transform.GetComponent();
+ if (hoistmovement)
{
- if (transform.GetChild(0).GetComponent())
+ if (hoistmovement.Floor == 1)
{
- Boxtasknumber boxtasknumber = transform.GetChild(0).GetComponent();
- if (boxtasknumber != null)
+ Debug.Log("提升机初始化一层");
+ if (convoyorequipment.LowerBoxNumber != "0")
{
- boxtasknumber.ID = convoyorequipment.TaskNumber;
+ IntiPos(convoyorequipment, hoistmovement.Downpoint);
+ }
+ else
+ {
+ Boxquantity(2, Boxgame2, Points);
+ }
+ }
+ else if (hoistmovement.Floor == 2)
+ {
+ Debug.Log("提升机初始化二层");
+ if (convoyorequipment.LowerBoxNumber != "0")
+ {
+ IntiPos2(convoyorequipment, hoistmovement.UPpoint);
+ }
+ else
+ {
+ Boxquantity(2, Boxgame2, Points);
}
}
}
+ ispcon = true;
}
- ispcon = true;
- if (convoyorequipment.TaskNumber.Length > 0 && ID == "5404")
+ else if (convoyorequipment.BoxesNumber == "2" && ID == "5424" && !ispcon)
{
- Debug.Log("给5404箱子换颜色");
- Viewbox(convoyorequipment.TaskNumber);
+ Hoistmovement hoistmovement = transform.GetComponent();
+ if (hoistmovement.Floor == 1)
+ {
+ Debug.Log("提升机初始化一层");
+ if (convoyorequipment.LowerBoxNumber != "0")
+ {
+ IntiPos(convoyorequipment, hoistmovement.Downpoint);
+ }
+ else
+ {
+ Boxquantity(2, Boxgame2, Points);
+ }
+ }
+ else if (hoistmovement.Floor == 2)
+ {
+ Debug.Log("提升机初始化二层");
+ if (convoyorequipment.LowerBoxNumber != "0")
+ {
+ IntiPos2(convoyorequipment, hoistmovement.UPpoint);
+ }
+ else
+ {
+ Boxquantity(2, Boxgame2, Points);
+ }
+ }
+ ispcon = true;
}
- else if (convoyorequipment.TaskNumber.Length > 0 && ID == "5410")
+ else if (convoyorequipment.BoxesNumber == "2" && ID == "5421" && !ispcon)
{
- Debug.Log("给5410箱子换颜色");
- Viewbox(convoyorequipment.TaskNumber);
+ Hoistmovement hoistmovement = transform.GetComponent();
+ if (hoistmovement.Floor == 1)
+ {
+ Debug.Log("提升机初始化一层");
+ if (convoyorequipment.LowerBoxNumber != "0")
+ {
+ IntiPos(convoyorequipment, hoistmovement.Downpoint);
+ }
+ else
+ {
+ Boxquantity(2, Boxgame2, Points);
+ }
+ }
+ else if (hoistmovement.Floor == 2)
+ {
+ Debug.Log("提升机初始化二层");
+ if (convoyorequipment.LowerBoxNumber != "0")
+ {
+ IntiPos2(convoyorequipment, hoistmovement.UPpoint);
+ }
+ else
+ {
+ Boxquantity(2, Boxgame2, Points);
+ }
+ }
+ ispcon = true;
}
- else if (convoyorequipment.TaskNumber.Length > 0 && ID == "5412")
+ int index = int.Parse(convoyorequipment.Id);
+ if (index < 5419 && !ispcon)
{
- Debug.Log("给5412箱子换颜色");
- Viewbox(convoyorequipment.TaskNumber);
+ if (index % 2 == 0)
+ {
+ if (ID == "5404")
+ {
+ if (convoyorequipment.BoxesNumber == "1" && !ispcon)
+ {
+ Boxquantity2(int.Parse(convoyorequipment.BoxesNumber), Boxgame, Points);
+ Debug.Log("出库没有颜色初始化");
+ ispcon = true;
+ }
+ else if (convoyorequipment.BoxesNumber == "2" && !ispcon)
+ {
+ Boxquantity2(int.Parse(convoyorequipment.BoxesNumber), Boxgame2, Points);
+ Debug.Log("出库没有颜色初始化");
+ ispcon = true;
+ }
+ }
+ else if (ID == "5210")
+ {
+ if (convoyorequipment.BoxesNumber == "1" && !ispcon)
+ {
+ Boxquantity2(int.Parse(convoyorequipment.BoxesNumber), Boxgame, Points);
+ Debug.Log("出库没有颜色初始化");
+ ispcon = true;
+ }
+ else if (convoyorequipment.BoxesNumber == "2" && !ispcon)
+ {
+ Boxquantity2(int.Parse(convoyorequipment.BoxesNumber), Boxgame2, Points);
+ Debug.Log("出库没有颜色初始化");
+ ispcon = true;
+ }
+ }
+ else if (ID == "5412")
+ {
+ if (convoyorequipment.BoxesNumber == "1" && !ispcon)
+ {
+ Boxquantity2(int.Parse(convoyorequipment.BoxesNumber), Boxgame, Points);
+ Debug.Log("出库没有颜色初始化");
+ ispcon = true;
+ }
+ else if (convoyorequipment.BoxesNumber == "2" && !ispcon)
+ {
+ Boxquantity2(int.Parse(convoyorequipment.BoxesNumber), Boxgame2, Points);
+ Debug.Log("出库没有颜色初始化");
+ ispcon = true;
+ }
+ }
+ else
+ {
+ if (convoyorequipment.BoxesNumber == "1" && !ispcon)
+ {
+ Boxquantity(int.Parse(convoyorequipment.BoxesNumber), Boxgame, Points);
+ ispcon = true;
+ }
+ else if (convoyorequipment.BoxesNumber == "2" && !ispcon)
+ {
+ Boxquantity(int.Parse(convoyorequipment.BoxesNumber), Boxgame2, Points);
+ ispcon = true;
+ }
+ }
+ }
+ else if (index % 2 != 0 && convoyorequipment.BoxesNumber == "2")
+ {
+ if (convoyorequipment.LowerBoxNumber != "0")
+ {
+ Init2(convoyorequipment);
+ ispcon = true;
+ }
+ else
+ {
+ Boxquantity2(int.Parse(convoyorequipment.BoxesNumber), Boxgame2, Points);
+ Debug.Log("出库没有颜色初始化");
+ ispcon = true;
+ }
+ }
}
- else
+ else if (convoyorequipment.BoxesNumber == "2" && index > 5418 && !ispcon && index != 5421 && index != 5424 && index != 5427 && index != 5430)
{
- Debug.Log("出库不需要操作颜色");
- }
- if (convoyorequipment.ForwardRotation == "True")
- {
- Debug.Log("正转");
- Forwardposition();
- }
- else if (convoyorequipment.ReverseRotation == "True")
- {
- Debug.Log("反转");
- Reverseposition();
+ if (convoyorequipment.LowerBoxNumber != "0")
+ {
+ Init2(convoyorequipment);
+ ispcon = true;
+ }
+ else
+ {
+ Boxquantity2(int.Parse(convoyorequipment.BoxesNumber), Boxgame2, Points);
+ Debug.Log("出库没有颜色初始化");
+ ispcon = true;
+ }
}
}
ispcon = true;
+
+ }
+ ///
+ /// 提升机里的异步反转
+ ///
+ public async UniTask Reverseposition2()
+ {
+ await UniTask.Delay(1000);
+ if (Antipoint)
+ {
+ if (Antipoint2.childCount == 0)
+ {
+ if (Antipoint.childCount > 0)
+ {
+ GameObject box = Antipoint.transform.GetChild(0).gameObject;
+ if (box != null)
+ {
+ box.transform.SetParent(null);
+ box.transform.DOMove(Antipoint2.position, (Vector3.Distance(box.transform.position, Antipoint2.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
+ {
+ Debug.Log("正常反转");
+ box.transform.SetParent(Antipoint2);
+ });
+ }
+ else
+ {
+ Debug.Log("箱子等于空");
+ }
+ }
+ else
+ {
+ Debug.Log("不走反转");
+ }
+ }
+ }
+ else
+ {
+ Debug.Log("啥也不是");
+ }
+ }
+ ///
+ /// 出库没有颜色箱子初始化
+ ///
+ ///
+ ///
+ ///
+ public void Boxquantity2(int box, GameObject game, Transform point)
+ {
+ if (box == 1)
+ {
+ GameObject boxs = Instantiate(game, point);
+ boxs.transform.SetParent(point, false);
+ MqttManager.Instance.firstbox.Add(boxs);
+ }
+ else
+ {
+ GameObject boxs = Instantiate(game, point);
+ boxs.transform.SetParent(point, false);
+ MqttManager.Instance.firstbox.Add(boxs);
+ }
+ }
+ ///
+ /// 出库有颜色箱子初始化
+ ///
+ ///
+ ///
+ ///
+ public void Boxquantity(int box, GameObject game, Transform point)
+ {
+ if (box == 1)
+ {
+ GameObject boxs = Instantiate(game, point);
+ Renderer renderer = boxs.GetComponent();
+ if (renderer)
+ {
+ renderer.material = Specialkernelbox;
+ }
+ boxs.transform.SetParent(point, false);
+ MqttManager.Instance.firstbox.Add(boxs);
+ }
+ else
+ {
+ GameObject boxs = Instantiate(game, point);
+ Renderer renderer = boxs.GetComponent();
+ Renderer renderer1 = boxs.transform.GetChild(0).GetComponent();
+ if (renderer && renderer1)
+ {
+ renderer.material = Specialkernelbox;
+ renderer1.material = Specialkernelbox;
+ }
+ boxs.transform.SetParent(point, false);
+ MqttManager.Instance.firstbox.Add(boxs);
+ }
}
///
/// 查看物体有几个箱子
@@ -236,7 +476,7 @@ public class Conveyordata : MonoBehaviour
if (initdata != null)
{
Boxtasknumber boxtasknumber = box.GetComponent();
- boxtasknumber.ID = initdata.result[0].transferId;
+ boxtasknumber.ID = boxid;
switch (initdata.result[0].palletType)
{
case "QBox":
@@ -295,7 +535,7 @@ public class Conveyordata : MonoBehaviour
{
Debug.Log("初始化完成");
Boxtasknumber boxtasknumber = box.GetComponent();
- boxtasknumber.ID = initdata.result[0].transferId;
+ boxtasknumber.ID = boxid;
switch (initdata.result[0].palletType)
{
case "QBox":
@@ -365,7 +605,7 @@ public class Conveyordata : MonoBehaviour
///
private void Init2(Convoyorequipment boxid)
{
- string url = Tasknumber + boxid.TaskNumber;
+ string url = Tasknumber + boxid.LowerBoxNumber;
StartCoroutine(Getstring(url, (data) =>
{
Initdata initdata = JsonUtility.FromJson(data);
@@ -373,7 +613,7 @@ public class Conveyordata : MonoBehaviour
{
GameObject box = Instantiate(Boxgame2, transform);
Boxtasknumber boxtasknumber = box.GetComponent();
- boxtasknumber.ID = initdata.result[0].transferId;
+ boxtasknumber.ID = boxid.LowerBoxNumber;
switch (initdata.result[0].palletType)
{
case "QBox":
@@ -439,15 +679,32 @@ public class Conveyordata : MonoBehaviour
//box.gameObject.transform.position = new Vector3(box.transform.position.x, box.transform.position.y + 1.3f, box.transform.position.z);
box.gameObject.transform.SetParent(Points, false);
MqttManager.Instance.firstbox.Add(box);
- if (boxid.ForwardRotation == "True")
+ int index = int.Parse(boxid.Id);
+ if (index < 5419 && ispcon)
{
- Debug.Log("正转");
- Forwardposition();
+ if (index / 2 == 0 && boxid.TaskNumber != "0" && boxid.ReverseRotation == "True")
+ {
+ Debug.Log("反转");
+ Reverseposition();
+ }
+ else if (boxid.TaskNumber != "0" && boxid.LowerBoxNumber != "0" && boxid.ForwardRotation == "True")
+ {
+ Debug.Log("正转");
+ Forwardposition();
+ }
}
- else if (boxid.ReverseRotation == "True")
+ else if (index > 5418 && index != 5421 && index != 5424 && index != 5427 && index != 5430)
{
- Debug.Log("反转");
- Reverseposition();
+ if (boxid.TaskNumber != "0" && boxid.LowerBoxNumber != "0" && boxid.ForwardRotation == "True")
+ {
+ Debug.Log("正转");
+ Forwardposition();
+ }
+ else if (boxid.TaskNumber != "0" && boxid.LowerBoxNumber != "0" && boxid.ReverseRotation == "True")
+ {
+ Debug.Log("反转");
+ Reverseposition();
+ }
}
}
}));
@@ -553,14 +810,17 @@ public class Conveyordata : MonoBehaviour
{
if (Pointreversal.childCount > 0 && Pointreversal)
{
- GameObject box = Pointreversal.transform.GetChild(0).gameObject;
- if (box != null)
+ if (Pointforword.childCount == 0)
{
- box.transform.SetParent(null);
- box.transform.DOMove(Pointforword.position, (Vector3.Distance(box.transform.position, Pointforword.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
+ GameObject box = Pointreversal.transform.GetChild(0).gameObject;
+ if (box != null)
{
- box.transform.SetParent(Pointforword);
- });
+ box.transform.SetParent(null);
+ box.transform.DOMove(Pointforword.position, (Vector3.Distance(box.transform.position, Pointforword.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
+ {
+ box.transform.SetParent(Pointforword);
+ });
+ }
}
}
}
@@ -569,62 +829,32 @@ public class Conveyordata : MonoBehaviour
///
public void Reverseposition()
{
- if (GetComponent())
+ if (Antipoint)
{
- Hoistmovement hoistmovement = GetComponent();
- Debug.Log("一层");
- if (hoistmovement.Downpoint.childCount > 0 && Liftreversal)
+ if (Antipoint2.childCount == 0)
{
- Debug.Log("进来了");
- GameObject box = hoistmovement.Downpoint.transform.GetChild(0).gameObject;
- if (box != null)
+ if (Antipoint.childCount > 0)
{
- Debug.Log("反转一层");
- box.transform.SetParent(null);
- box.transform.DOMove(Liftreversal.position, (Vector3.Distance(box.transform.position, Liftreversal.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
+ GameObject box = Antipoint.transform.GetChild(0).gameObject;
+ if (box != null)
{
- box.transform.SetParent(Liftreversal);
- });
- }
- }
- else if (hoistmovement.UPpoint.childCount > 0 && Liftreversal2)
- {
- Debug.Log("进来了");
- GameObject box = hoistmovement.UPpoint.transform.GetChild(0).gameObject;
- if (box != null)
- {
- Debug.Log("反转二层");
- box.transform.SetParent(null);
- box.transform.DOMove(Liftreversal2.position, (Vector3.Distance(box.transform.position, Liftreversal2.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
+ box.transform.SetParent(null);
+ box.transform.DOMove(Antipoint2.position, (Vector3.Distance(box.transform.position, Antipoint2.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
+ {
+ Debug.Log("正常反转");
+ box.transform.SetParent(Antipoint2);
+ });
+ }
+ else
{
- box.transform.SetParent(Liftreversal2);
- });
- }
- }
- }
- else if (Antipoint)
- {
- if (Antipoint.childCount > 0)
- {
- GameObject box = Antipoint.transform.GetChild(0).gameObject;
- if (box != null)
- {
- box.transform.SetParent(null);
- box.transform.DOMove(Antipoint2.position, (Vector3.Distance(box.transform.position, Antipoint2.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
- {
- Debug.Log("正常反转");
- box.transform.SetParent(Antipoint2);
- });
+ Debug.Log("箱子等于空");
+ }
}
else
{
- Debug.Log("箱子等于空");
+ Debug.Log("不走反转");
}
}
- else
- {
- Debug.Log("不走反转");
- }
}
else
{
@@ -634,9 +864,9 @@ public class Conveyordata : MonoBehaviour
///
/// 提升机初始化一层位置
///
- public void IntiPos(Convoyorequipment boxid,Transform point)
+ public void IntiPos(Convoyorequipment boxid, Transform point)
{
- string url = Tasknumber + boxid.TaskNumber;
+ string url = Tasknumber + boxid.LowerBoxNumber;
StartCoroutine(Getstring(url, (data) =>
{
Initdata initdata = JsonUtility.FromJson(data);
@@ -644,7 +874,7 @@ public class Conveyordata : MonoBehaviour
{
GameObject box = Instantiate(Boxgame2, point);
Boxtasknumber boxtasknumber = box.GetComponent();
- boxtasknumber.ID = initdata.result[0].transferId;
+ boxtasknumber.ID = boxid.LowerBoxNumber;
switch (initdata.result[0].palletType)
{
case "QBox":
@@ -710,15 +940,32 @@ public class Conveyordata : MonoBehaviour
//box.gameObject.transform.position = new Vector3(box.transform.position.x, box.transform.position.y + 1.3f, box.transform.position.z);
box.gameObject.transform.SetParent(point, false);
MqttManager.Instance.firstbox.Add(box);
- if (boxid.ForwardRotation == "True")
+ int index = int.Parse(boxid.Id);
+ if (index < 5419 && ispcon)
{
- Debug.Log("正转");
- Forwardposition();
+ if (index / 2 == 0 && boxid.TaskNumber != "0" && boxid.ReverseRotation == "True")
+ {
+ Debug.Log("反转");
+ Reverseposition();
+ }
+ else if (boxid.TaskNumber != "0" && boxid.LowerBoxNumber != "0" && boxid.ForwardRotation == "True")
+ {
+ Debug.Log("正转");
+ Forwardposition();
+ }
}
- else if (boxid.ReverseRotation == "True")
+ else if (index > 5418 && index != 5421 && index != 5424 && index != 5427 && index != 5430)
{
- Debug.Log("反转");
- Reverseposition();
+ if (boxid.TaskNumber != "0" && boxid.LowerBoxNumber != "0" && boxid.ForwardRotation == "True")
+ {
+ Debug.Log("正转");
+ Forwardposition();
+ }
+ else if (boxid.TaskNumber != "0" && boxid.LowerBoxNumber != "0" && boxid.ReverseRotation == "True")
+ {
+ Debug.Log("反转");
+ Reverseposition();
+ }
}
}
}));
@@ -730,7 +977,7 @@ public class Conveyordata : MonoBehaviour
///
public void IntiPos2(Convoyorequipment boxid, Transform point)
{
- string url = Tasknumber + boxid.TaskNumber;
+ string url = Tasknumber + boxid.LowerBoxNumber;
StartCoroutine(Getstring(url, (data) =>
{
Initdata initdata = JsonUtility.FromJson(data);
@@ -738,7 +985,7 @@ public class Conveyordata : MonoBehaviour
{
GameObject box = Instantiate(Boxgame2, point);
Boxtasknumber boxtasknumber = box.GetComponent();
- boxtasknumber.ID = initdata.result[0].transferId;
+ boxtasknumber.ID = boxid.LowerBoxNumber;
switch (initdata.result[0].palletType)
{
case "QBox":
@@ -804,15 +1051,32 @@ public class Conveyordata : MonoBehaviour
//box.gameObject.transform.position = new Vector3(box.transform.position.x, box.transform.position.y + 1.3f, box.transform.position.z);
box.gameObject.transform.SetParent(point, false);
MqttManager.Instance.firstbox.Add(box);
- if (boxid.ForwardRotation == "True")
+ int index = int.Parse(boxid.Id);
+ if (index < 5419 && ispcon)
{
- Debug.Log("正转");
- Forwardposition();
+ if (index / 2 == 0 && boxid.TaskNumber != "0" && boxid.ReverseRotation == "True")
+ {
+ Debug.Log("反转");
+ Reverseposition();
+ }
+ else if (boxid.TaskNumber != "0" && boxid.LowerBoxNumber != "0" && boxid.ForwardRotation == "True")
+ {
+ Debug.Log("正转");
+ Forwardposition();
+ }
}
- else if (boxid.ReverseRotation == "True")
+ else if (index > 5418 && index != 5421 && index != 5424 && index != 5427 && index != 5430)
{
- Debug.Log("反转");
- Reverseposition();
+ if (boxid.TaskNumber != "0" && boxid.LowerBoxNumber != "0" && boxid.ForwardRotation == "True")
+ {
+ Debug.Log("正转");
+ Forwardposition();
+ }
+ else if (boxid.TaskNumber != "0" && boxid.LowerBoxNumber != "0" && boxid.ReverseRotation == "True")
+ {
+ Debug.Log("反转");
+ Reverseposition();
+ }
}
}
}));
diff --git a/Assets/Scripts/YL/Conveyorpanel.cs b/Assets/Scripts/YL/Conveyorpanel.cs
index dbef349..9ed6cac 100644
--- a/Assets/Scripts/YL/Conveyorpanel.cs
+++ b/Assets/Scripts/YL/Conveyorpanel.cs
@@ -13,7 +13,7 @@ public class Conveyorpanel : MonoBehaviour
///
/// 任务信息
///
- public Text Tasknumber, Upperboxtext, Initiationtext, Superweighttext, Goaltext, Underthetext, Cleantext, Dragdowntext, Spotchecktext, Smokeboxtext;
+ public Text Timeidtext,Tasknumber, Upperboxtext, Initiationtext, Superweighttext, Goaltext, Underthetext, Cleantext, Dragdowntext, Spotchecktext, Smokeboxtext;
///
/// 状态信息
///
@@ -21,10 +21,11 @@ public class Conveyorpanel : MonoBehaviour
///
/// 接受接口的数据
///
- public void Getconvey(string tasknumber, string upperboxtext, string initiationtext, string superweighttext, string goaltext, string underthetext,
+ public void Getconvey(string timetext,string tasknumber, string upperboxtext, string initiationtext, string superweighttext, string goaltext, string underthetext,
string cleantext, string dragdowntext, string spotchecktext, string smokeboxtext, string breakdown, string touch, string operation,
string runningovertime, string airswitch, string disconnectingswitch, Action action)
{
+ Timeidtext.text = timetext;
Tasknumber.text = tasknumber;
Upperboxtext.text = upperboxtext;
Initiationtext.text = initiationtext;
diff --git a/Assets/Scripts/YL/Coverremovalmachine.cs b/Assets/Scripts/YL/Coverremovalmachine.cs
index 680c7f6..92a1a69 100644
--- a/Assets/Scripts/YL/Coverremovalmachine.cs
+++ b/Assets/Scripts/YL/Coverremovalmachine.cs
@@ -13,7 +13,7 @@ public class Coverremovalmachine : MonoBehaviour
///
/// 箱盖状态
///
- public Text Boxtext;
+ public Text Timeidtext, Boxtext;
///
/// 信息状态
///
@@ -27,11 +27,12 @@ public class Coverremovalmachine : MonoBehaviour
///
/// 去加盖机页面
///
- public void Getdecap(string boxtext, string frontpositiontog, string backinplacetog, string forwarddecelerationtog, string reardecelerationtog, string prelimittog,
+ public void Getdecap(string timetext,string boxtext, string frontpositiontog, string backinplacetog, string forwarddecelerationtog, string reardecelerationtog, string prelimittog,
string posteriorlimittog, string aircylindertog1, string aircylindertog2, string aircylindertog3, string aircylindertog4, string aircylindertog5, string aircylindertog6,
string aircylindertog7, string aircylindertog8, string topinplacetog, string lowerinplacetog, string clampcovertog1, string clampcovertog2, string breakdowntog, string airswitchtog,
string controllertog, string isolatetog, string limittog1, string limittog2, string risetog, string overtimetog, Action action)
{
+ Timeidtext.text = timetext;
Boxtext.text = boxtext;
if (frontpositiontog != null)
{
diff --git a/Assets/Scripts/YL/DeviceBaseInfoPanel.cs b/Assets/Scripts/YL/DeviceBaseInfoPanel.cs
index ce3a9e4..a514490 100644
--- a/Assets/Scripts/YL/DeviceBaseInfoPanel.cs
+++ b/Assets/Scripts/YL/DeviceBaseInfoPanel.cs
@@ -21,7 +21,7 @@ public class DeviceBaseInfoPanel : MonoBehaviour
public void Getdata(string Name,string Car,string Controls,string Positiont,string Tray,string Operation,string Palletnumber,string Electriccurrent,string Tasknumber,string Forewarn,string
Ect,string Corner,string Starting,string Endpoint,Action action)
{
- this.Nametext.text = Name;
+ //this.Nametext.text = Name;
this.Cartext.text = Car;
this.Controlstext.text = Controls;
this.Palletnumbertext.text = Positiont;
diff --git a/Assets/Scripts/YL/Fetchbox.cs b/Assets/Scripts/YL/Fetchbox.cs
index a6ca4fa..66eb4c1 100644
--- a/Assets/Scripts/YL/Fetchbox.cs
+++ b/Assets/Scripts/YL/Fetchbox.cs
@@ -78,7 +78,7 @@ public class Fetchbox : MonoBehaviour
for (int i = 0; i < shelfBoxModel.result.Count; i++)
{
GameObject Box = Instantiate(box);
- Boxinformation boxinformation = Box.AddComponent();
+ Boxinformation boxinformation = Box.GetComponent();
//Outline outline = Box.AddComponent();
//outline.color = 1;
//GameObject childbox = Box.transform.GetChild(0).gameObject;
diff --git a/Assets/Scripts/YL/Hoister.cs b/Assets/Scripts/YL/Hoister.cs
index 4f320a9..96c122e 100644
--- a/Assets/Scripts/YL/Hoister.cs
+++ b/Assets/Scripts/YL/Hoister.cs
@@ -13,17 +13,18 @@ public class Hoister : MonoBehaviour
///
/// 显示信息
///
- public Text Hoistertext, Currentlayertext, Targetlayertext, Startinglayertext, Currentstatetext, Currentstatetext3;
+ public Text Timeidtext,Hoistertext, Currentlayertext, Targetlayertext, Startinglayertext, Currentstatetext, Currentstatetext3;
///
/// 是否启用
///
public Toggle DescendTe, OnlineTe, LowerinplaceTe, TyperboundaryTe, TyperboundaryTe1, TyperboundaryTe2, OperationTe, SuperiorlimitTe, LowerlimitTe;
public Toggle OvertimeTe, BreakdownTe, SensordetectionTe, TheliftingcircuitbreakerisfaultyTe, SensordetectionTe2, ContactorfaulTe, TransmissionfaultTe, Layer2faultTe;
- public void Gethoister(string hoistertext, string currentlayertext, string targetlayertext, string startinglayertext, string currentstatetext,
+ public void Gethoister(string timetext,string hoistertext, string currentlayertext, string targetlayertext, string startinglayertext, string currentstatetext,
string currentstatetext3, string descendTe, string onlineTe, string lowerinplaceTe, string typerboundaryTe, string typerboundaryTe1, string typerboundaryTe2,
string operationTe, string superiorlimitTe, string lowerlimitTe, string overtimeTe, string breakdownTe, string sensordetectionTe, string theliftingcircuitbreakerisfaultyTe, string sensordetectionTe2,
string contactorfaulTe, string transmissionfaultTe, string layer2faultTe, Action action)
{
+ Timeidtext.text = timetext;
Hoistertext.text = hoistertext;
Currentlayertext.text = currentlayertext;
Targetlayertext.text = targetlayertext;
diff --git a/Assets/Scripts/YL/Hoistmovement.cs b/Assets/Scripts/YL/Hoistmovement.cs
index 7429ab6..fdb6079 100644
--- a/Assets/Scripts/YL/Hoistmovement.cs
+++ b/Assets/Scripts/YL/Hoistmovement.cs
@@ -21,20 +21,28 @@ public class Hoistmovement : MonoBehaviour
///
/// 运动的速度
///
- public float Speed = 3.5f;
+ private float Speed = 5f;
///
/// 判断提升机位置在那一层
///
public float Floor;
public void Hoister(Elvequipment elvequipment)
{
+ if (elvequipment.FaultFree == "False")
+ {
+ MqttManager.Instance.Highlight2(elvequipment.id);
+ }
+ else if (elvequipment.FaultFree == "True")
+ {
+ MqttManager.Instance.Highlight4(elvequipment.id);
+ }
if (elvequipment.CurrentLayer == "1")
{
Floor = 1;
Debug.Log("一层");
Alayer();
}
- else if(elvequipment.CurrentLayer == "2")
+ else if (elvequipment.CurrentLayer == "2")
{
Floor = 2;
Debug.Log("二层");
@@ -60,7 +68,7 @@ public class Hoistmovement : MonoBehaviour
}
else
{
- Designateddisplacement(Downpoint.position,Speed);
+ Designateddisplacement(Downpoint.position, Speed);
}
}
///
@@ -68,10 +76,10 @@ public class Hoistmovement : MonoBehaviour
///
public void Layertwo()
{
- if(Downpoint.childCount > 0)
+ if (Downpoint.childCount > 0)
{
- GameObject box = Downpoint.GetChild(0).gameObject;
- if(box != null)
+ GameObject box = Downpoint.GetChild(0).gameObject;
+ if (box != null)
{
box.transform.SetParent(transform);
transform.DOMove(UPpoint.position, (Vector3.Distance(transform.position, UPpoint.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
diff --git a/Assets/Scripts/YL/Interaction.cs b/Assets/Scripts/YL/Interaction.cs
index eb38b69..9e2d906 100644
--- a/Assets/Scripts/YL/Interaction.cs
+++ b/Assets/Scripts/YL/Interaction.cs
@@ -124,23 +124,24 @@ public class Interaction : MonoBehaviour
//StartCoroutine(Post1(url, (data) =>
//{
// UIDeviceBaseInfoPanel.gameObject.SetActive(true);
- // // Debug.Log(data);
+ // // Debug.Log(data);
+ // Debug.Log("小车返回数据" + data);
// Cardata cardata = JsonUtility.FromJson(data);
- // UIDeviceBaseInfoPanel.Getdata(cardata.type, cardata.time, cardata.result.id, cardata.result.boxCode, cardata.result.car_Layer, cardata.result.car_X, cardata.result.car_Y,
+ // UIDeviceBaseInfoPanel.Getdata(cardata.type, "小车" + cardata.result.id, cardata.result.id, cardata.result.boxCode, cardata.result.car_Layer, cardata.result.car_X, cardata.result.car_Y,
// cardata.result.carPLT, cardata.result.error1, cardata.result.error2, cardata.result.error3, cardata.result.error4, cardata.result.error5, "参数不够", () =>
// {
-
+ // Removeprompt();
// UIDeviceBaseInfoPanel.gameObject.SetActive(false);
// });
//}));
}
- if (hit.collider.CompareTag("Box"))
+ else if (hit.collider.CompareTag("Box"))
{
Debug.Log(gameObject.name);
if (hit.collider.gameObject.GetComponent())
{
- Debug.Log("ID"+ hit.collider.gameObject.GetComponent().ID);
+ Debug.Log("ID" + hit.collider.gameObject.GetComponent().ID);
if (hit.collider.gameObject.GetComponent().ID.Length > 0)
{
Debug.Log("暂无数据");
@@ -150,11 +151,11 @@ public class Interaction : MonoBehaviour
Debug.Log(url);
StartCoroutine(Getstring(url, (data) =>
{
- Debug.Log(data);
+ Debug.Log(data);
Initdata initdata = JsonUtility.FromJson(data);
for (int i = 0; i < initdata.result.Count; i++)
{
- UIBoxdatapanel.Getbox(initdata.result[i].itemDesc, initdata.result[i].batch, initdata.result[i].topBoxCode, initdata.result[i].bottomBoxWeight,
+ UIBoxdatapanel.Getbox(initdata.result[i].dLocDesc, initdata.result[i].creatDate, initdata.result[i].itemDesc, initdata.result[i].batch, initdata.result[i].topBoxCode, initdata.result[i].bottomBoxWeight,
initdata.result[i].palletNum, initdata.result[i].topBoxWeight, () =>
{
UIBoxdatapanel.gameObject.SetActive(false);
@@ -166,37 +167,44 @@ public class Interaction : MonoBehaviour
else
{
Boxinformation boxinformation = hit.collider.gameObject.GetComponent();
- string url = Boxinformationface + boxinformation.locationId;
- StartCoroutine(Post1(url, (data) =>
+ if (boxinformation.locationId.Length > 0)
{
- Debug.Log(data);
- Cigaretteinformation cigaretteinformation = JsonUtility.FromJson(data);
- // Debug.Log(cigaretteinformation.time);
- for (int i = 0; i < cigaretteinformation.result.Count; i++)
+ string url = Boxinformationface + boxinformation.locationId;
+ StartCoroutine(Post1(url, (data) =>
{
- if (cigaretteinformation.result[i].lineNum.Equals(1))
+ Debug.Log(data);
+ Cigaretteinformation cigaretteinformation = JsonUtility.FromJson(data);
+ // Debug.Log(cigaretteinformation.time);
+ for (int i = 0; i < cigaretteinformation.result.Count; i++)
{
- UIBoxdatapanel.GetDragdown(cigaretteinformation.result[i].palletNum, cigaretteinformation.result[i].weight);
+ if (cigaretteinformation.result[i].lineNum.Equals(1))
+ {
+ UIBoxdatapanel.GetDragdown(cigaretteinformation.result[i].palletNum, cigaretteinformation.result[i].weight);
- };
- if (cigaretteinformation.result[i].lineNum.Equals(2))
- {
+ };
+ if (cigaretteinformation.result[i].lineNum.Equals(2))
+ {
- UIBoxdatapanel.Getdata(cigaretteinformation.result[i].itemDesc, cigaretteinformation.result[i].batch, cigaretteinformation.result[i].rfIdCode, cigaretteinformation.result[i].weight);
+ UIBoxdatapanel.Getdata(cigaretteinformation.result[i].dLocDesc, cigaretteinformation.result[i].moveInDate, cigaretteinformation.result[i].itemDesc, cigaretteinformation.result[i].batch, cigaretteinformation.result[i].rfIdCode, cigaretteinformation.result[i].weight); ;
+ }
}
- }
- UIBoxdatapanel.Getoff(() =>
- {
- UIBoxdatapanel.gameObject.SetActive(false);
- });
- UIBoxdatapanel.gameObject.SetActive(true);
- }));
+ UIBoxdatapanel.Getoff(() =>
+ {
+ UIBoxdatapanel.gameObject.SetActive(false);
+ });
+ UIBoxdatapanel.gameObject.SetActive(true);
+ }));
+ }
+ else
+ {
+ Debug.Log("不满足条件");
+ }
}
}
}
- if (hit.collider.CompareTag("Hoister"))
+ else if (hit.collider.CompareTag("Hoister"))
{
//Debug.Log(gameObject.name);
Consentmark hoistinformation = hit.collider.gameObject.GetComponent();
@@ -208,7 +216,7 @@ public class Interaction : MonoBehaviour
Debug.Log(data);
Elevatorpopup elevatdata = JsonUtility.FromJson(data);
// Debug.Log(elevatdata.result.lowerDecelerationInspection);
- UIHoister.Gethoister(elevatdata.result.taskNumber, elevatdata.result.currentLayer, elevatdata.result.targetLayer, elevatdata.result.startingLayer,
+ UIHoister.Gethoister(elevatdata.result.equipmentPlaneNumber, elevatdata.result.taskNumber, elevatdata.result.currentLayer, elevatdata.result.targetLayer, elevatdata.result.startingLayer,
elevatdata.result.workingStatus, elevatdata.result.lowerBoxNumber, elevatdata.result.descent, elevatdata.result.forwardCargoInspection, elevatdata.result.downInPlaceInspection,
elevatdata.result.upperInPlaceInspection, elevatdata.result.overboundaryInspection1, elevatdata.result.overboundaryInspection2, elevatdata.result.upperlimitInspection,
elevatdata.result.lowerlimitInspection, elevatdata.result.conveyingForwardOperation, elevatdata.result.deliveryTimeoutFault, elevatdata.result.faultFree, elevatdata.result.carRGVInspection1,
@@ -220,7 +228,7 @@ public class Interaction : MonoBehaviour
UIHoister.gameObject.SetActive(true);
}));
}
- if (hit.collider.CompareTag("Palletizer"))
+ else if (hit.collider.CompareTag("Palletizer"))
{
//Debug.Log(gameObject.name);
Consentmark palletizerparameters = hit.collider.gameObject.GetComponent();
@@ -232,7 +240,7 @@ public class Interaction : MonoBehaviour
Debug.Log(data);
PalletizerMessage palletizer = JsonUtility.FromJson(data);
// Debug.Log(palletizer.result.id);
- UIPalletizer.Getpalletizer(palletizer.result.boxesNumber, palletizer.result.leftExtensionForkPositionInspection, palletizer.result.rightExtensionForkPositionInspection,
+ UIPalletizer.Getpalletizer(palletizer.result.equipmentPlaneNumber, palletizer.result.boxesNumber, palletizer.result.leftExtensionForkPositionInspection, palletizer.result.rightExtensionForkPositionInspection,
palletizer.result.upperInPlace, palletizer.result.downInPlace, palletizer.result.leftRetractionForkPositionInspection, palletizer.result.rightRetractionForkPositionInspection,
palletizer.result.forkExtensionInPlace, palletizer.result.forkRetractionInPlace, palletizer.result.forkCargoInspection, palletizer.result.superelevationFault,
palletizer.result.faultFree, palletizer.result.leftCargoForkExtensionFork, palletizer.result.liftAirSwitchFault, palletizer.result.liftControllerFault,
@@ -244,7 +252,7 @@ public class Interaction : MonoBehaviour
UIPalletizer.gameObject.SetActive(true);
}));
}
- if (hit.collider.CompareTag("Battery"))
+ else if (hit.collider.CompareTag("Battery"))
{
//Debug.Log(gameObject.name);
Consentmark batterychanger = hit.collider.gameObject.GetComponent();
@@ -256,7 +264,7 @@ public class Interaction : MonoBehaviour
Debug.Log(data);
Batterydata batterydata = JsonUtility.FromJson(data);
Debug.Log(batterydata.result.id);
- UIReplacebattery.Getbattery(batterydata.result.taskNumber, batterydata.result.batteryStatus0, batterydata.result.batteryStatus1, batterydata.result.batteryStatus2, batterydata.result.batteryStatus3,
+ UIReplacebattery.Getbattery(batterydata.result.equipmentPlaneNumber, batterydata.result.taskNumber, batterydata.result.batteryStatus0, batterydata.result.batteryStatus1, batterydata.result.batteryStatus2, batterydata.result.batteryStatus3,
batterydata.result.retractingClaws, batterydata.result.upperInPlace, batterydata.result.lowerInPlace, batterydata.result.hookClawInPlace, batterydata.result.clawRetractedInPlace, batterydata.result.walkingAirSwitchFault,
batterydata.result.liftAirSwitchFault, batterydata.result.walkControllerFault, batterydata.result.liftControllerFault, batterydata.result.forkExtensionTimeoutFault, batterydata.result.forkRetractionTimeoutFault, () =>
{
@@ -266,7 +274,7 @@ public class Interaction : MonoBehaviour
UIReplacebattery.gameObject.SetActive(true);
}));
}
- if (hit.collider.CompareTag("Outofthe"))
+ else if (hit.collider.CompareTag("Outofthe"))
{
//Debug.Log(gameObject.name);
Consentmark outofthe = hit.collider.GetComponent();
@@ -278,7 +286,7 @@ public class Interaction : MonoBehaviour
Debug.Log(data);
Conveyors outofthe = JsonUtility.FromJson(data);
Debug.Log(outofthe.result.id);
- UIConveyorpanel.Getconvey(outofthe.result.taskNumber, outofthe.result.upperBoxNumber, outofthe.result.startingAddress, outofthe.result.upperBoxTobaccoWeight, outofthe.result.destinationAddress, outofthe.result.lowerBoxNumber,
+ UIConveyorpanel.Getconvey(outofthe.result.equipmentPlaneNumber, outofthe.result.taskNumber, outofthe.result.upperBoxNumber, outofthe.result.startingAddress, outofthe.result.upperBoxTobaccoWeight, outofthe.result.destinationAddress, outofthe.result.lowerBoxNumber,
outofthe.result.cleanMark, outofthe.result.lowerBoxTobaccoWeight, outofthe.result.samplingInspectionMark, outofthe.result.boxesNumber, outofthe.result.faultFree, outofthe.result.deliveryControllerFault,
outofthe.result.deviceStatus, outofthe.result.deliveryTimeoutFault, outofthe.result.deliveryAirSwitchFault, outofthe.result.deliveryIsolationSwitchFault, () =>
{
@@ -288,7 +296,7 @@ public class Interaction : MonoBehaviour
UIConveyorpanel.gameObject.SetActive(true);
}));
}
- if (hit.collider.CompareTag("Intothe"))
+ else if (hit.collider.CompareTag("Intothe"))
{
//Debug.Log(gameObject.name);
Consentmark intothes = hit.collider.GetComponent();
@@ -300,7 +308,7 @@ public class Interaction : MonoBehaviour
Debug.Log(data);
Conveyors intothe = JsonUtility.FromJson(data);
//Debug.Log(intothe.result.id);
- UIConveyorpanel.Getconvey(intothe.result.taskNumber, intothe.result.upperBoxNumber, intothe.result.startingAddress, intothe.result.upperBoxTobaccoWeight, intothe.result.destinationAddress, intothe.result.lowerBoxNumber,
+ UIConveyorpanel.Getconvey(intothe.result.equipmentPlaneNumber, intothe.result.taskNumber, intothe.result.upperBoxNumber, intothe.result.startingAddress, intothe.result.upperBoxTobaccoWeight, intothe.result.destinationAddress, intothe.result.lowerBoxNumber,
intothe.result.cleanMark, intothe.result.lowerBoxTobaccoWeight, intothe.result.samplingInspectionMark, intothe.result.boxesNumber, intothe.result.faultFree, intothe.result.deliveryControllerFault,
intothe.result.deviceStatus, intothe.result.deliveryTimeoutFault, intothe.result.deliveryAirSwitchFault, intothe.result.deliveryIsolationSwitchFault, () =>
{
@@ -310,7 +318,7 @@ public class Interaction : MonoBehaviour
UIConveyorpanel.gameObject.SetActive(true);
}));
}
- if (hit.collider.CompareTag("floortype"))
+ else if (hit.collider.CompareTag("floortype"))
{
//Debug.Log(gameObject.name);
Consentmark floor = hit.collider.gameObject.GetComponent();
@@ -333,7 +341,7 @@ public class Interaction : MonoBehaviour
UIFloorelevator.gameObject.SetActive(true);
}));
}
- if (hit.collider.CompareTag("decap"))
+ else if (hit.collider.CompareTag("decap"))
{
//Debug.Log(gameObject.name);
Consentmark decaps = hit.collider.gameObject.GetComponent();
@@ -345,7 +353,7 @@ public class Interaction : MonoBehaviour
Debug.Log(data);
Decappingmachine decappingmachine = JsonUtility.FromJson(data);
// Debug.Log(decappingmachine.result.id);
- UICoverremovalmachine.Getdecap(decappingmachine.result.caseLidStatus, decappingmachine.result.frontInPlaceInspection, decappingmachine.result.rearInPlaceInspection, decappingmachine.result.frontDecelerationInspection,
+ UICoverremovalmachine.Getdecap(decappingmachine.result.equipmentPlaneNumber, decappingmachine.result.caseLidStatus, decappingmachine.result.frontInPlaceInspection, decappingmachine.result.rearInPlaceInspection, decappingmachine.result.frontDecelerationInspection,
decappingmachine.result.rearDecelerationInspection, decappingmachine.result.frontLimitInspection, decappingmachine.result.rearLimitInspection, decappingmachine.result.no1CylinderUpperPositionInspection,
decappingmachine.result.no1CylinderLowerPositionInspection, decappingmachine.result.no2CylinderUpperPositionInspection, decappingmachine.result.no2CylinderLowerPositionInspection, decappingmachine.result.no3CylinderUpperPositionInspection,
decappingmachine.result.no3CylinderLowerPositionInspection, decappingmachine.result.no4CylinderUpperPositionInspection, decappingmachine.result.no4CylinderLowerPositionInspection, decappingmachine.result.upperInPlace,
diff --git a/Assets/Scripts/YL/InterfaceManager.cs b/Assets/Scripts/YL/InterfaceManager.cs
index 1b85a11..5274d22 100644
--- a/Assets/Scripts/YL/InterfaceManager.cs
+++ b/Assets/Scripts/YL/InterfaceManager.cs
@@ -83,7 +83,7 @@ public static class InterfaceManager
///
/// 通过任务号获取信息
///
- public static string Tasknumber { get => IpAddress + "/api/location/GetPalletCycleDetail?transferId="; }
+ public static string Tasknumber { get => IpAddress + "/api/location/PalletCycleDetailByPalletNum?palletNum="; }
public static IEnumerator Getbytes(string url, Action callback)
{
using (UnityWebRequest www = new UnityWebRequest(url))
diff --git a/Assets/Scripts/YL/Littlepony.cs b/Assets/Scripts/YL/Littlepony.cs
new file mode 100644
index 0000000..296b9c1
--- /dev/null
+++ b/Assets/Scripts/YL/Littlepony.cs
@@ -0,0 +1,29 @@
+using DG.Tweening;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Littlepony : MonoBehaviour
+{
+ public Transform points;
+ public Transform tongs;
+ private void OnTriggerStay(Collider other)
+ {
+ if (other.gameObject.CompareTag("Box"))
+ {
+ if (transform.childCount == 1)
+ {
+ if (transform.GetChild(0).childCount == 1)
+ {
+ GameObject game = transform.GetChild(0).GetChild(0).gameObject;
+ game.transform.SetParent(null);
+ tongs.transform.DOMoveY(tongs.transform.position.y + 0.2f, 0.2f).SetEase(Ease.InOutQuad).OnComplete(() =>
+ {
+ game.transform.SetParent(points);
+ //Debug.Log("码垛机拆箱子完毕");
+ });
+ }
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/YL/Littlepony.cs.meta b/Assets/Scripts/YL/Littlepony.cs.meta
new file mode 100644
index 0000000..b798fa2
--- /dev/null
+++ b/Assets/Scripts/YL/Littlepony.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 83e889a3a91475e4eac9a0e7c307871d
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/YL/Littlepony2.cs b/Assets/Scripts/YL/Littlepony2.cs
new file mode 100644
index 0000000..ea80af6
--- /dev/null
+++ b/Assets/Scripts/YL/Littlepony2.cs
@@ -0,0 +1,32 @@
+using DG.Tweening;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Littlepony2 : MonoBehaviour
+{
+ public Transform points;
+ public Transform tongs;
+ private void OnTriggerStay(Collider other)
+ {
+ if (other.gameObject.CompareTag("Box"))
+ {
+ if (transform.childCount == 1)
+ {
+ //Debug.Log("hao");
+ if (points.childCount == 0)
+ {
+ GameObject game = transform.GetChild(0).gameObject;
+ game.transform.SetParent(null);
+ tongs.transform.DOMoveY(tongs.transform.position.y - 0.6f, 0.5f).SetEase(Ease.InOutQuad);
+ game.transform.DOMoveY(game.transform.position.y - 1.33f, 1.5f).SetEase(Ease.InOutQuad).OnComplete(() =>
+ {
+ game.transform.SetParent(points);
+ tongs.transform.DOMoveY(tongs.transform.position.y + 0.4f, 0.2f).SetEase(Ease.InOutQuad);
+ //Debug.Log("码垛机放箱子完毕");
+ });
+ }
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/YL/Littlepony2.cs.meta b/Assets/Scripts/YL/Littlepony2.cs.meta
new file mode 100644
index 0000000..e789f24
--- /dev/null
+++ b/Assets/Scripts/YL/Littlepony2.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 2029f88b49ce8f04a9d56b559fb84c56
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/YL/Littlepony3.cs b/Assets/Scripts/YL/Littlepony3.cs
new file mode 100644
index 0000000..460e4ce
--- /dev/null
+++ b/Assets/Scripts/YL/Littlepony3.cs
@@ -0,0 +1,54 @@
+using Cysharp.Threading.Tasks;
+using DG.Tweening;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Littlepony3 : MonoBehaviour
+{
+ public Transform points;
+ public Transform tongs;
+ public GameObject box;
+ private bool isp = false;
+ private async UniTask OnTriggerStay(Collider other)
+ {
+ if (other.gameObject.CompareTag("Box"))
+ {
+ if (transform.childCount == 1)
+ {
+ if (transform.GetChild(0).childCount == 1)
+ {
+ //Debug.Log("箱子合起来了");
+ }
+ else
+ {
+ if (points.childCount == 1 && transform.childCount == 1)
+ {
+ GameObject box = points.GetChild(0).gameObject;
+ GameObject box2 = transform.GetChild(0).gameObject;
+ Destroy(box);
+ Destroy(box2);
+ GameObject box3 = Instantiate(this.box, transform);
+ box3.transform.SetParent(transform);
+ // Debug.Log("合箱子");
+ tongs.transform.DOMoveY(tongs.position.y - 0.2f, 0.5f).SetEase(Ease.InOutQuad);
+ }
+ else if (points.childCount == 0 && transform.childCount == 1)
+ {
+ GameObject game = transform.GetChild(0).gameObject;
+ tongs.transform.DOMoveY(tongs.position.y - 0.3f, 0.3f).SetEase(Ease.InOutQuad).OnComplete(() =>
+ {
+ tongs.transform.DOMoveY(tongs.position.y + 0.5f, 0.5f).SetEase(Ease.InOutQuad);
+ game.transform.DOMoveY(game.transform.position.y + 0.38f, 0.5f).SetEase(Ease.InOutQuad).OnComplete(() =>
+ {
+ game.transform.SetParent(points);
+ // Debug.Log("第一个箱子抓起来");
+ });
+ });
+ }
+ }
+ }
+
+ }
+ }
+}
diff --git a/Assets/Scripts/YL/Littlepony3.cs.meta b/Assets/Scripts/YL/Littlepony3.cs.meta
new file mode 100644
index 0000000..69a4b12
--- /dev/null
+++ b/Assets/Scripts/YL/Littlepony3.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6ea34f806c8ee13479e2ed0f96726ba7
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/YL/Palletizer.cs b/Assets/Scripts/YL/Palletizer.cs
index 7ebc214..090aa9b 100644
--- a/Assets/Scripts/YL/Palletizer.cs
+++ b/Assets/Scripts/YL/Palletizer.cs
@@ -13,11 +13,11 @@ public class Palletizer : MonoBehaviour
///
/// 获取的文本
///
- public Text Boxtext;
+ public Text Timeidtext, Boxtext;
///
/// 获取对应的状态信息显示toggle
///
- public Toggle DropbitTe1, DropbitTe2, TyperboundaryTe, LowerinplaceTe, TuckintoplaceTe1, TuckintoplaceTe2, DropbitTe3, TuckintoplaceTe3, DatamonitoringTe;
+ public Toggle DropbitTe1, DropbitTe2, TyperboundaryTe, LowerinplaceTe, TuckintoplaceTe1, TuckintoplaceTe2, DropbitTe3, TuckintoplaceTe3, DatamonitoringTe;
///
/// 获取对应的故障信息显示toggle
///
@@ -30,10 +30,11 @@ public class Palletizer : MonoBehaviour
}
- public void Getpalletizer(string boxtext, string dropbitTe1, string dropbitTe2, string typerboundaryTe, string lowerinplaceTe,
+ public void Getpalletizer(string timetext,string boxtext, string dropbitTe1, string dropbitTe2, string typerboundaryTe, string lowerinplaceTe,
string tuckintoplaceTe1, string tuckintoplaceTe2, string dropbitTe3, string tuckintoplaceTe3, string datamonitoringTe, string overtimeTe,
string breakdownTe1, string scalingfaultTe, string launchfailureTe, string contactfaultTe, string breakdownTe2, string breakdownTe3, string liftingfaultTe, Action action)
{
+ Timeidtext.text = timetext;
Boxtext.text = boxtext;
if (dropbitTe1 != null)
{
diff --git a/Assets/Scripts/YL/Palletizertent.cs b/Assets/Scripts/YL/Palletizertent.cs
index 4452bc4..1cf73d9 100644
--- a/Assets/Scripts/YL/Palletizertent.cs
+++ b/Assets/Scripts/YL/Palletizertent.cs
@@ -1,9 +1,11 @@
using DefaultNamespace;
using DG.Tweening;
+using HighlightPlus;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+using UnityEngine.UIElements;
using static InterfaceManager;
public class Palletizertent : MonoBehaviour
@@ -50,33 +52,109 @@ public class Palletizertent : MonoBehaviour
public Transform Points;
public void Stacking(Dpmequipment cmequipment)
{
- if (cmequipment.TaskNumber.Length > 0)
+ if (cmequipment.FaultFree == "False")
{
- if (cmequipment.TaskNumber.Length > 0 && !ispcon && cmequipment.boxesNumber == "1")
+ HighlightEffect highlightEffect = transform.GetComponent();
+ highlightEffect.highlighted = true;
+ }
+ else if(cmequipment.FaultFree == "True")
+ {
+ HighlightEffect highlightEffect = transform.GetComponent();
+ highlightEffect.highlighted = false;
+ }
+ //if (ispcon)
+ //{
+ // if (cmequipment.boxesNumber == "1" && cmequipment.UpperInPlace == "True")
+ // {
+ // //Suitcase();
+ // }
+ // else if (cmequipment.boxesNumber == "0" && cmequipment.DownInPlace == "True")
+ // {
+ // Stow();
+ // }
+ // else if (cmequipment.boxesNumber == "0" && cmequipment.MiddleInPlace == "True")
+ // {
+ // Centreposition();
+ // }
+ // else
+ // {
+ // Debug.Log("没有条件");
+ // }
+ //}
+ //if (!ispcon && cmequipment.boxesNumber == "1")
+ //{
+ // if (!ispcon && ID == "2")
+ // {
+ // Boxinit2(cmequipment);
+ // ispcon = true;
+ // }
+ // else if (!ispcon)
+ // {
+ // Boxinit(cmequipment);
+ // ispcon = true;
+ // }
+ //}
+ //ispcon = true;
+ }
+ ///
+ /// 码垛机初始化
+ ///
+ public void Boxinit(Dpmequipment dpmequipment)
+ {
+ if (dpmequipment.boxesNumber == "1")
+ {
+ Armobj.transform.DOMoveY(Armobj.transform.position.y + 0.2f, 0.2f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
- Init(cmequipment);
- ispcon = true;
- }
- ispcon = true;
- if (cmequipment.boxesNumber == "1" && cmequipment.UpperInPlace == "True")
- {
- Suitcase(cmequipment.TaskNumber);
- }
- else if (cmequipment.boxesNumber == "0" && cmequipment.DownInPlace == "True")
- {
- Stow();
- }
- else if (cmequipment.boxesNumber == "0" && cmequipment.MiddleInPlace == "True")
- {
- Centreposition();
- }
- else
- {
- Debug.Log("没有条件");
- }
+ GameObject box = Instantiate(Boxgame, Points.transform);
+ Debug.Log("初始化码垛机手臂的位置");
+ box.gameObject.transform.SetParent(Armobj.transform);
+ MqttManager.Instance.firstbox.Add(box);
+ if (dpmequipment.boxesNumber == "0" && dpmequipment.DownInPlace == "True")
+ {
+ Stow();
+ }
+ else if (dpmequipment.boxesNumber == "0" && dpmequipment.MiddleInPlace == "True")
+ {
+ Centreposition();
+ }
+ else
+ {
+ Debug.Log("没有条件");
+ }
+ });
}
}
+ public void Boxinit2(Dpmequipment dpmequipment)
+ {
+ if (dpmequipment.boxesNumber == "1")
+ {
+ Armobj.transform.DOMoveY(Armobj.transform.position.y + 0.2f, 0.2f).SetEase(Ease.InOutQuad).OnComplete(() =>
+ {
+ GameObject box = Instantiate(Boxgame, Points.transform);
+ Renderer renderer = box.GetComponent();
+ if (renderer)
+ {
+ renderer.material = Specialkernelbox;
+ }
+ Debug.Log("初始化码垛机手臂的位置");
+ box.gameObject.transform.SetParent(Armobj.transform);
+ MqttManager.Instance.firstbox.Add(box);
+ if (dpmequipment.boxesNumber == "0" && dpmequipment.DownInPlace == "True")
+ {
+ Stow();
+ }
+ else if (dpmequipment.boxesNumber == "0" && dpmequipment.MiddleInPlace == "True")
+ {
+ Centreposition();
+ }
+ else
+ {
+ Debug.Log("没有条件");
+ }
+ });
+ }
+ }
private void Init(Dpmequipment dpmequipment)
{
string url = Tasknumber + dpmequipment.TaskNumber;
@@ -223,41 +301,46 @@ public class Palletizertent : MonoBehaviour
/// 提箱操作
///
///
- public void Suitcase(string task)
+ public void Suitcase()
{
- if (Haveabox.transform.GetChild(0).childCount > 0 && Armobj.transform.childCount == 0)
+ if (Haveabox.childCount > 0)
{
- GameObject box = Haveabox.GetChild(0).GetChild(0).gameObject;
- if (box != null)
+ if (Haveabox.transform.GetChild(0).childCount > 0 && Armobj.transform.childCount == 0)
{
- box.transform.SetParent(null);
- Armobj.transform.DOMoveY(Armobj.transform.position.y + 0.2f, 0.2f).SetEase(Ease.InOutQuad).OnComplete(() =>
+ GameObject box = Haveabox.GetChild(0).GetChild(0).gameObject;
+ if (box != null)
{
- box.transform.SetParent(Armobj.transform);
- if (box.transform.GetComponent() == null)
+ box.transform.SetParent(null);
+ Armobj.transform.DOMoveY(Armobj.transform.position.y + 0.2f, 0.2f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
- box.AddComponent();
- box.AddComponent();
- box.GetComponent().ID = task;
- }
- });
+ box.transform.SetParent(Armobj.transform);
+ //if (box.transform.GetComponent() == null)
+ //{
+ // box.AddComponent();
+ // box.AddComponent();
+ // box.GetComponent().ID = task;
+ //}
+ Debug.Log("两个箱子提箱");
+ });
+ }
}
- }
- else if (Haveabox.childCount == 1)
- {
- GameObject box = Haveabox.transform.GetChild(0).gameObject;
- if (box != null)
+ else if (Haveabox.childCount == 1)
{
- Armobj.transform.DOMoveY(Armobj.transform.position.y - 1.03f, 0.5f).SetEase(Ease.InOutQuad).OnComplete(() =>
+ GameObject box = Haveabox.transform.GetChild(0).gameObject;
+ if (box != null)
{
- box.transform.SetParent(Armobj.transform);
- Armobj.transform.DOMoveY(Armobj.transform.position.y + 1.23f, 0.6f).SetEase(Ease.InOutQuad);
- });
+ Armobj.transform.DOMoveY(Armobj.transform.position.y - 1.03f, 0.5f).SetEase(Ease.InOutQuad).OnComplete(() =>
+ {
+ box.transform.SetParent(Armobj.transform);
+ Debug.Log("一个箱子提箱");
+ Armobj.transform.DOMoveY(Armobj.transform.position.y + 1.23f, 0.6f).SetEase(Ease.InOutQuad);
+ });
+ }
+ }
+ else
+ {
+ Debug.Log("提箱子啥也不是");
}
- }
- else
- {
- Debug.Log("提箱子啥也不是");
}
}
///
@@ -274,7 +357,7 @@ public class Palletizertent : MonoBehaviour
GameObject box = Armobj.transform.GetChild(0).gameObject;
box.transform.SetParent(Haveabox);
Armobj.transform.DOMoveY(Armobj.transform.position.y + 1.03f, 0.4f).SetEase(Ease.InOutQuad);
-
+ Debug.Log("执行下到位");
}
});
}
diff --git a/Assets/Scripts/YL/Replacebattery.cs b/Assets/Scripts/YL/Replacebattery.cs
index 276e393..792db54 100644
--- a/Assets/Scripts/YL/Replacebattery.cs
+++ b/Assets/Scripts/YL/Replacebattery.cs
@@ -13,14 +13,15 @@ public class Replacebattery : MonoBehaviour
///
/// 显示页面数据文本
///
- public Text Tasknumbertext, Batterytext1, Batterytext2, Batterytext3, Batterytext4;
+ public Text Timeidtext,Tasknumbertext, Batterytext1, Batterytext2, Batterytext3, Batterytext4;
///
/// 显示页面数据Toggle组件
///
public Toggle ReachintoplaceTe2, DescentobstacleTe, LowerinplaceTe, WalkingdriveTe, ScramTe, RunningfaultTe, LiftcircuitbreakerTe, TuckintoplaceTe1, TuckintoplaceTe2, FetchbitTe, PowersupplyconditionTe;
- public void Getbattery(string tasknumbertext, string batterytext1, string batterytext2, string batterytext3, string batterytext4, string reachintoplaceTe2, string descentobstacleTe, string lowerinplaceTe,
+ public void Getbattery(string timetext,string tasknumbertext, string batterytext1, string batterytext2, string batterytext3, string batterytext4, string reachintoplaceTe2, string descentobstacleTe, string lowerinplaceTe,
string walkingdriveTe, string scramTe, string runningfaultTe, string liftcircuitbreakerTe, string tuckintoplaceTe1, string tuckintoplaceTe2, string fetchbitTe, string powersupplyconditionTe, Action action)
{
+ Timeidtext.text = timetext;
Tasknumbertext.text = tasknumbertext;
Batterytext1.text = batterytext1;
Batterytext2.text = batterytext2;
diff --git a/Assets/Scripts/YL/Warehousingdata.cs b/Assets/Scripts/YL/Warehousingdata.cs
index 9fd16b7..ee947f9 100644
--- a/Assets/Scripts/YL/Warehousingdata.cs
+++ b/Assets/Scripts/YL/Warehousingdata.cs
@@ -1,3 +1,4 @@
+using Cysharp.Threading.Tasks;
using DefaultNamespace;
using DG.Tweening;
using System;
@@ -57,121 +58,305 @@ public class Warehousingdata : MonoBehaviour
{
}
-
+ ///
+ /// 所有入库输送机设备初始化和操作
+ ///
+ ///
public void Equipmentdata(Convoyorequipment convoyorequipment)
{
- if (convoyorequipment.TaskNumber != "0")
+ if (convoyorequipment.FaultFree == "False")
{
- if (convoyorequipment.TaskNumber.Length > 0 && convoyorequipment.BoxesNumber != "0" && !ispcon)
+ MqttManager.Instance.Highlight(convoyorequipment.Id);
+ }
+ else if (convoyorequipment.FaultFree == "True")
+ {
+ MqttManager.Instance.Highlight3(convoyorequipment.Id);
+ }
+ if (ispcon)
+ {
+ if (ID == "5103")
{
- if (convoyorequipment.BoxesNumber == "2" && ID == "5203" && !ispcon)
- {
- Hoistmovement hoistmovement = transform.GetComponent();
- if (hoistmovement)
- {
- if (hoistmovement.Floor == 1)
- {
- Debug.Log("提升机初始化一层");
- IntiPos(convoyorequipment, hoistmovement.Downpoint);
- }
- else if (hoistmovement.Floor == 2)
- {
- Debug.Log("提升机初始化二层");
- IntiPos2(convoyorequipment, hoistmovement.UPpoint);
- }
- }
- ispcon = true;
- }
- else if(convoyorequipment.BoxesNumber == "2" && ID == "5236" && !ispcon)
- {
- Hoistmovement hoistmovement = transform.GetComponent();
- if (hoistmovement)
- {
- if (hoistmovement.Floor == 1)
- {
- Debug.Log("提升机初始化一层");
- IntiPos(convoyorequipment, hoistmovement.Downpoint);
- }
- else if (hoistmovement.Floor == 2)
- {
- Debug.Log("提升机初始化二层");
- IntiPos2(convoyorequipment, hoistmovement.UPpoint);
- }
- }
- ispcon = true;
- }
- if(convoyorequipment.BoxesNumber == "2" && ID == "5249" && !ispcon)
- {
- Hoistmovement hoistmovement = transform.GetComponent();
- if (hoistmovement)
- {
- if (hoistmovement.Floor == 1)
- {
- Debug.Log("提升机初始化一层");
- IntiPos(convoyorequipment, hoistmovement.Downpoint);
- }
- else if (hoistmovement.Floor == 2)
- {
- Debug.Log("提升机初始化二层");
- IntiPos2(convoyorequipment, hoistmovement.UPpoint);
- }
- }
- ispcon = true;
- }
- Debug.Log("初始化输出机");
- if (convoyorequipment.BoxesNumber == "1" && !ispcon)
- {
- Init(convoyorequipment);
- }
- else if (convoyorequipment.BoxesNumber == "2" && !ispcon)
- {
- Init2(convoyorequipment);
- }
- ispcon = true;
+ Changecolor(Points);
}
- else if (convoyorequipment.TaskNumber.Length > 0)
+ else if (ID == "5204")
{
- if (transform.childCount > 0)
+ Changecolor2(Points);
+ }
+ else if (convoyorequipment.TaskNumber != "0" && convoyorequipment.LowerBoxNumber != "0" && ID == "5236" && convoyorequipment.BoxesNumber != "0")
+ {
+ Hoistmovement hoistmovement = transform.GetComponent();
+ if (hoistmovement)
{
- if (transform.GetChild(0).GetComponent())
+ if (hoistmovement.Floor == 1)
{
- Boxtasknumber boxtasknumber = transform.GetChild(0).GetComponent();
- if (boxtasknumber != null)
- {
- boxtasknumber.ID = convoyorequipment.TaskNumber;
- }
+ //IntiPos(convoyorequipment, hoistmovement.Downpoint);
+ Colourdata2(convoyorequipment.LowerBoxNumber, hoistmovement.Downpoint);
+ Debug.Log("提升机一层改颜色");
+ }
+ else if (hoistmovement.Floor == 2)
+ {
+ //IntiPos2(convoyorequipment, hoistmovement.UPpoint);
+ Colourdata2(convoyorequipment.LowerBoxNumber, hoistmovement.UPpoint);
+ Debug.Log("提升机二层改颜色");
}
}
}
- ispcon = true;
- if (convoyorequipment.TaskNumber.Length > 0 && ID == "5103")
- {
- Colourdata(convoyorequipment.TaskNumber);
- }
- else if (convoyorequipment.TaskNumber.Length > 0 && ID == "5106")
- {
- Colourdata(convoyorequipment.TaskNumber);
- }
- else if (convoyorequipment.TaskNumber.Length > 0 && ID == "5226")
- {
- Colourdata2(convoyorequipment.TaskNumber);
- }
else
{
Debug.Log("没到指定位置不需要改变颜色");
}
- if (convoyorequipment.ForwardRotation == "True")
+ if (ID == "5204")
+ {
+ if (convoyorequipment.ForwardRotation == "True")
+ {
+ Intotheforword();
+ }
+ }
+ else if (ID == "5226")
+ {
+ if (Points.childCount == 1)
+ {
+ if (Points.GetChild(0).childCount == 1)
+ {
+ Intotheforword2(100);
+ }
+ }
+ }
+ else if (ID == "5237")
+ {
+ if (convoyorequipment.ForwardRotation == "True")
+ {
+ Intotheforword2(200);
+ }
+ }
+ else if (ID == "5238")
+ {
+ if (convoyorequipment.ForwardRotation == "True")
+ {
+ Intotheforword2(1000);
+ }
+ }
+ else if (ID == "5248")
+ {
+ if (convoyorequipment.ForwardRotation == "True")
+ {
+ Intotheforword2(1000);
+ }
+ }
+ else if (ID == "5246" || ID == "5245" || ID == "5243" || ID == "5242" || ID == "5241" || ID == "5240")
+ {
+ if (convoyorequipment.ForwardRotation == "True")
+ {
+ Intotheforword();
+ Debug.Log(convoyorequipment.Id + "正传");
+ }
+ else if (convoyorequipment.ReverseRotation == "True")
+ {
+ Tothereversal();
+ Debug.Log(convoyorequipment.Id + "反传");
+ }
+ }
+ else if (convoyorequipment.Id != "5203" && convoyorequipment.Id != "5236" && convoyorequipment.ForwardRotation == "True" && convoyorequipment.TaskNumber != "0")
{
Intotheforword();
+ Debug.Log(convoyorequipment.Id + "正传");
}
- else if (convoyorequipment.ReverseRotation == "True")
+ else if (convoyorequipment.Id != "5203" && convoyorequipment.Id != "5236" && convoyorequipment.ReverseRotation == "True" && convoyorequipment.TaskNumber != "0")
{
Tothereversal();
+ Debug.Log(convoyorequipment.Id + "反传");
+ }
+ }
+ //初始化
+ if (convoyorequipment.BoxesNumber != "0" && !ispcon)
+ {
+ Debug.Log("初始化输出机");
+ if (convoyorequipment.BoxesNumber != "0" && ID == "5203" && !ispcon)
+ {
+ Hoistmovement hoistmovement = transform.GetComponent();
+ if (hoistmovement)
+ {
+ if (hoistmovement.Floor == 1)
+ {
+ Debug.Log("提升机初始化一层");
+ //IntiPos(convoyorequipment, hoistmovement.Downpoint);
+ Upmachine(convoyorequipment, Boxgame2, hoistmovement.Downpoint);
+ }
+ else if (hoistmovement.Floor == 2)
+ {
+ Debug.Log("提升机初始化二层");
+ // IntiPos2(convoyorequipment, hoistmovement.UPpoint);
+ Upmachine(convoyorequipment, Boxgame2, hoistmovement.UPpoint);
+ }
+ }
+ ispcon = true;
+ }
+ else if (convoyorequipment.TaskNumber != "0" && convoyorequipment.LowerBoxNumber != "0" && convoyorequipment.BoxesNumber != "0" && ID == "5236" && !ispcon)
+ {
+ Hoistmovement hoistmovement = transform.GetComponent();
+ if (hoistmovement)
+ {
+ if (hoistmovement.Floor == 1)
+ {
+ Debug.Log("提升机初始化一层");
+ IntiPos(convoyorequipment, hoistmovement.Downpoint);
+ }
+ else if (hoistmovement.Floor == 2)
+ {
+ Debug.Log("提升机初始化二层");
+ IntiPos2(convoyorequipment, hoistmovement.UPpoint);
+ }
+ }
+ ispcon = true;
+ }
+ else if (convoyorequipment.TaskNumber != "0" && convoyorequipment.LowerBoxNumber != "0" && ID == "5249" && !ispcon)
+ {
+ Hoistmovement hoistmovement = transform.GetComponent();
+ if (hoistmovement)
+ {
+ if (hoistmovement.Floor == 1)
+ {
+ Debug.Log("提升机初始化一层");
+ IntiPos(convoyorequipment, hoistmovement.Downpoint);
+ }
+ else if (hoistmovement.Floor == 2)
+ {
+ Debug.Log("提升机初始化二层");
+ IntiPos2(convoyorequipment, hoistmovement.UPpoint);
+ }
+ }
+ ispcon = true;
+ }
+ int index = int.Parse(convoyorequipment.Id);
+ if (index > 5102 && index < 5108 && !ispcon && index != 5203)
+ {
+ if (convoyorequipment.BoxesNumber == "1" && !ispcon)
+ {
+ Debug.Log("入库初始化箱子" + convoyorequipment.Id);
+ Upmachine2(convoyorequipment, Boxgame, Points);
+ ispcon = true;
+ }
+ else if (convoyorequipment.BoxesNumber == "2" && !ispcon)
+ {
+ Debug.Log("入库初始化箱子" + convoyorequipment.Id);
+ Upmachine2(convoyorequipment, Boxgame2, Points);
+ ispcon = true;
+ }
+ }
+ else if (index > 5200 && index < 5217 && !ispcon)
+ {
+ if (convoyorequipment.BoxesNumber == "1" && !ispcon)
+ {
+ Debug.Log("入库初始化箱子" + convoyorequipment.Id);
+ Upmachine(convoyorequipment, Boxgame, Points);
+ ispcon = true;
+ }
+ else if (convoyorequipment.BoxesNumber == "2" && !ispcon)
+ {
+ Debug.Log("入库初始化箱子" + convoyorequipment.Id);
+ Upmachine(convoyorequipment, Boxgame2, Points);
+ ispcon = true;
+ }
+ }
+ else if (index > 5218 && index < 5236 && !ispcon)
+ {
+ if (convoyorequipment.BoxesNumber == "1" && !ispcon)
+ {
+ Debug.Log("入库初始化箱子" + convoyorequipment.Id);
+ Upmachine2(convoyorequipment, Boxgame, Points);
+ ispcon = true;
+ }
+ else if (convoyorequipment.BoxesNumber == "2" && !ispcon)
+ {
+ Debug.Log("入库初始化箱子" + convoyorequipment.Id);
+ Upmachine2(convoyorequipment, Boxgame2, Points);
+ ispcon = true;
+ }
+ }
+ else if (index > 5236 && index < 5239 && !ispcon)
+ {
+ if (convoyorequipment.TaskNumber != "0" && convoyorequipment.LowerBoxNumber != "0" && convoyorequipment.BoxesNumber == "1" && !ispcon)
+ {
+ Debug.Log("入库初始化箱子" + convoyorequipment.Id);
+ Init(convoyorequipment);
+ ispcon = true;
+ }
+ else if (convoyorequipment.TaskNumber != "0" && convoyorequipment.LowerBoxNumber != "0" && convoyorequipment.BoxesNumber == "2" && !ispcon)
+ {
+ Debug.Log("入库初始化箱子" + convoyorequipment.Id);
+ Init2(convoyorequipment);
+ ispcon = true;
+ }
+ }
+ else if (index > 5239 && index < 5252 && !ispcon && index != 5249)
+ {
+ if (convoyorequipment.BoxesNumber == "1" && !ispcon)
+ {
+ Debug.Log("入库初始化箱子" + convoyorequipment.Id);
+ Upmachine2(convoyorequipment, Boxgame, Points);
+ ispcon = true;
+ }
+ else if (convoyorequipment.BoxesNumber == "2" && !ispcon)
+ {
+ Debug.Log("入库初始化箱子" + convoyorequipment.Id);
+ Upmachine2(convoyorequipment, Boxgame2, Points);
+ ispcon = true;
+ }
}
}
ispcon = true;
}
+ public void Posboxs(float index, Transform point)
+ {
+ if (index == 1)
+ {
+ if (point.childCount > 0)
+ {
+ if (Onschedule.childCount == 0)
+ {
+ GameObject box = point.transform.GetChild(0).gameObject;
+ if (box != null)
+ {
+ box.transform.SetParent(null);
+ box.transform.DOMove(Onschedule.position, (Vector3.Distance(box.transform.position, Onschedule.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
+ {
+ box.transform.SetParent(Onschedule);
+ Debug.Log("5236正传");
+ });
+ }
+ }
+ else
+ {
+ Debug.Log("前面有箱子不能正转");
+ }
+ }
+ }
+ else
+ {
+ if (point.childCount > 0)
+ {
+ if (Onschedule2.childCount == 0)
+ {
+ GameObject box = point.transform.GetChild(0).gameObject;
+ if (box != null)
+ {
+ box.transform.SetParent(null);
+ box.transform.DOMove(Onschedule2.position, (Vector3.Distance(box.transform.position, Onschedule2.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
+ {
+ box.transform.SetParent(Onschedule2);
+ Debug.Log("5236正传");
+ });
+ }
+ }
+ else
+ {
+ Debug.Log("前面有箱子不能正转");
+ }
+
+ }
+ }
+ }
///
/// 改变箱子颜色
///
@@ -254,17 +439,19 @@ public class Warehousingdata : MonoBehaviour
}
}
- private void Colourdata2(string boxid)
+ private void Colourdata2(string boxid, Transform point)
{
- if (Onschedule.childCount > 0)
+ if (point.childCount > 0)
{
- GameObject box = Onschedule.GetChild(0).gameObject;
+ GameObject box = point.GetChild(0).gameObject;
string url = Tasknumber + boxid;
StartCoroutine(Getstring(url, (data) =>
{
Initdata initdata = JsonUtility.FromJson(data);
if (initdata != null)
{
+ Boxtasknumber boxtasknumber = box.GetComponent();
+ boxtasknumber.ID = boxid;
switch (initdata.result[0].palletType)
{
case "QBox":
@@ -337,7 +524,7 @@ public class Warehousingdata : MonoBehaviour
///
private void Init2(Convoyorequipment boxid)
{
- string url = Tasknumber + boxid.TaskNumber;
+ string url = Tasknumber + boxid.LowerBoxNumber;
StartCoroutine(Getstring(url, (data) =>
{
Initdata initdata = JsonUtility.FromJson(data);
@@ -346,7 +533,7 @@ public class Warehousingdata : MonoBehaviour
Debug.Log("初始化完成");
GameObject box = Instantiate(Boxgame2, transform);
Boxtasknumber boxtasknumber = box.GetComponent();
- boxtasknumber.ID = initdata.result[0].transferId;
+ boxtasknumber.ID = boxid.LowerBoxNumber;
switch (initdata.result[0].palletType)
{
case "QBox":
@@ -412,13 +599,66 @@ public class Warehousingdata : MonoBehaviour
//box.gameObject.transform.position = new Vector3(box.transform.position.x, box.transform.position.y + 1.3f, box.transform.position.z);
box.gameObject.transform.SetParent(Points, false);
MqttManager.Instance.firstbox.Add(box);
- if (boxid.ForwardRotation == "True")
+ if (ID == "5204")
+ {
+ if (boxid.ForwardRotation == "True")
+ {
+ Intotheforword();
+ }
+ }
+ else if (ID == "5226")
+ {
+ if (Points.childCount == 1)
+ {
+ if (Points.GetChild(0).childCount == 1)
+ {
+ Intotheforword2(100);
+ }
+ }
+ }
+ else if (ID == "5237")
+ {
+ if (boxid.ForwardRotation == "True")
+ {
+ Intotheforword2(200);
+ }
+ }
+ else if (ID == "5238")
+ {
+ if (boxid.ForwardRotation == "True")
+ {
+ Intotheforword2(1000);
+ }
+ }
+ else if (ID == "5248")
+ {
+ if (boxid.ForwardRotation == "True")
+ {
+ Intotheforword2(1000);
+ }
+ }
+ else if (ID == "5246" || ID == "5245" || ID == "5243" || ID == "5242" || ID == "5241" || ID == "5240")
+ {
+ if (boxid.ForwardRotation == "True")
+ {
+ Intotheforword();
+ Debug.Log(boxid.Id + "正传");
+ }
+ else if (boxid.ReverseRotation == "True")
+ {
+ Tothereversal();
+ Debug.Log(boxid.Id + "反传");
+ }
+ }
+ else if (boxid.Id != "5203" && boxid.Id != "5236" && boxid.ForwardRotation == "True" && boxid.TaskNumber != "0")
{
Intotheforword();
+ Debug.Log(boxid.Id + "正传");
}
- else if (boxid.ReverseRotation == "True")
+ else if (boxid.Id != "5203" && boxid.Id != "5236" && boxid.ReverseRotation == "True" && boxid.TaskNumber != "0")
{
Tothereversal();
+ Debug.Log(boxid.Id + "反传");
}
}
}));
@@ -426,7 +666,7 @@ public class Warehousingdata : MonoBehaviour
private void Init(Convoyorequipment boxid)
{
- string url = Tasknumber + boxid.TaskNumber;
+ string url = Tasknumber + boxid.LowerBoxNumber;
StartCoroutine(Getstring(url, (data) =>
{
Initdata initdata = JsonUtility.FromJson(data);
@@ -434,7 +674,7 @@ public class Warehousingdata : MonoBehaviour
{
GameObject box = Instantiate(Boxgame, transform);
Boxtasknumber boxtasknumber = box.GetComponent();
- boxtasknumber.ID = initdata.result[0].transferId;
+ boxtasknumber.ID = boxid.LowerBoxNumber;
switch (initdata.result[0].palletType)
{
case "QBox":
@@ -500,18 +740,94 @@ public class Warehousingdata : MonoBehaviour
//box.gameObject.transform.position = new Vector3(box.transform.position.x, box.transform.position.y + 0.65f, box.transform.position.z);
box.gameObject.transform.SetParent(Points, false);
MqttManager.Instance.firstbox.Add(box);
- if (boxid.ForwardRotation == "True")
+ if (ID == "5204")
+ {
+ if (boxid.ForwardRotation == "True")
+ {
+ Intotheforword();
+ }
+ }
+ else if (ID == "5226")
+ {
+ if (Points.childCount == 1)
+ {
+ if (Points.GetChild(0).childCount == 1)
+ {
+ Intotheforword2(100);
+ }
+ }
+ }
+ else if (ID == "5237")
+ {
+ if (boxid.ForwardRotation == "True")
+ {
+ Intotheforword2(200);
+ }
+ }
+ else if (ID == "5238")
+ {
+ if (boxid.ForwardRotation == "True")
+ {
+ Intotheforword2(1000);
+ }
+ }
+ else if (ID == "5248")
+ {
+ if (boxid.ForwardRotation == "True")
+ {
+ Intotheforword2(1000);
+ }
+ }
+ else if (ID == "5246"||ID =="5245"|| ID == "5243"|| ID == "5242"|| ID == "5241"|| ID == "5240")
+ {
+ if (boxid.ForwardRotation == "True")
+ {
+ Intotheforword();
+ Debug.Log(boxid.Id + "正传");
+ }
+ else if (boxid.ReverseRotation == "True")
+ {
+ Tothereversal();
+ Debug.Log(boxid.Id + "反传");
+ }
+ }
+ else if (boxid.Id != "5203" && boxid.Id != "5236" && boxid.ForwardRotation == "True" && boxid.TaskNumber != "0")
{
Intotheforword();
+ Debug.Log(boxid.Id + "正传");
}
- else if (boxid.ReverseRotation == "True")
+ else if (boxid.Id != "5203" && boxid.Id != "5236" && boxid.ReverseRotation == "True" && boxid.TaskNumber != "0")
{
Tothereversal();
+ Debug.Log(boxid.Id + "反传");
}
}
}));
}
+ public async UniTask Intotheforword2(int index)
+ {
+ await UniTask.Delay(index);
+ if (Onschedule.childCount > 0)
+ {
+ if (Onschedule2.childCount == 0)
+ {
+ GameObject box = Onschedule.transform.GetChild(0).gameObject;
+ if (box != null)
+ {
+ box.transform.SetParent(null);
+ box.transform.DOMove(Onschedule2.position, (Vector3.Distance(box.transform.position, Onschedule2.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
+ {
+ box.transform.SetParent(Onschedule2);
+ });
+ }
+ }
+ else
+ {
+ Debug.Log("前面有箱子不能正转");
+ }
+ }
+ }
///
/// 正传点位
///
@@ -519,15 +835,23 @@ public class Warehousingdata : MonoBehaviour
{
if (Onschedule.childCount > 0)
{
- GameObject box = Onschedule.transform.GetChild(0).gameObject;
- if (box != null)
+ if (Onschedule2.childCount == 0)
{
- box.transform.SetParent(null);
- box.transform.DOMove(Onschedule2.position, (Vector3.Distance(box.transform.position, Onschedule2.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
+ GameObject box = Onschedule.transform.GetChild(0).gameObject;
+ if (box != null)
{
- box.transform.SetParent(Onschedule2);
- });
+ box.transform.SetParent(null);
+ box.transform.DOMove(Onschedule2.position, (Vector3.Distance(box.transform.position, Onschedule2.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
+ {
+ box.transform.SetParent(Onschedule2);
+ });
+ }
}
+ else
+ {
+ Debug.Log("前面有箱子不能正转");
+ }
+
}
}
///
@@ -539,17 +863,24 @@ public class Warehousingdata : MonoBehaviour
{
if (Antipoint1.childCount > 0)
{
- Debug.Log("可以反转");
- GameObject box = Antipoint1.transform.GetChild(0).gameObject;
- if (box != null)
+ if (Antipoint2.childCount == 0)
{
- Debug.Log("获取到反转箱子");
- box.transform.SetParent(null);
- box.transform.DOMove(Antipoint2.position, (Vector3.Distance(box.transform.position, Antipoint2.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
+ Debug.Log("可以反转");
+ GameObject box = Antipoint1.transform.GetChild(0).gameObject;
+ if (box != null)
{
- Debug.Log("反转完成");
- box.transform.SetParent(Antipoint2);
- });
+ Debug.Log("获取到反转箱子");
+ box.transform.SetParent(null);
+ box.transform.DOMove(Antipoint2.position, (Vector3.Distance(box.transform.position, Antipoint2.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() =>
+ {
+ Debug.Log("反转完成");
+ box.transform.SetParent(Antipoint2);
+ });
+ }
+ }
+ else
+ {
+ Debug.Log("反转输送机上有东西不能运动");
}
}
}
@@ -599,7 +930,7 @@ public class Warehousingdata : MonoBehaviour
///
private void IntiPos2(Convoyorequipment boxid, Transform point)
{
- string url = Tasknumber + boxid.TaskNumber;
+ string url = Tasknumber + boxid.LowerBoxNumber;
StartCoroutine(Getstring(url, (data) =>
{
Initdata initdata = JsonUtility.FromJson(data);
@@ -607,7 +938,7 @@ public class Warehousingdata : MonoBehaviour
{
GameObject box = Instantiate(Boxgame2, point);
Boxtasknumber boxtasknumber = box.GetComponent();
- boxtasknumber.ID = initdata.result[0].transferId;
+ boxtasknumber.ID = boxid.LowerBoxNumber;
switch (initdata.result[0].palletType)
{
case "QBox":
@@ -673,14 +1004,6 @@ public class Warehousingdata : MonoBehaviour
//box.gameObject.transform.position = new Vector3(box.transform.position.x, box.transform.position.y + 1.3f, box.transform.position.z);
box.gameObject.transform.SetParent(point, false);
MqttManager.Instance.firstbox.Add(box);
- if (boxid.ForwardRotation == "True")
- {
- Intotheforword();
- }
- else if (boxid.ReverseRotation == "True")
- {
- Tothereversal();
- }
}
}));
}
@@ -691,7 +1014,7 @@ public class Warehousingdata : MonoBehaviour
///
private void IntiPos(Convoyorequipment boxid, Transform point)
{
- string url = Tasknumber + boxid.TaskNumber;
+ string url = Tasknumber + boxid.LowerBoxNumber;
StartCoroutine(Getstring(url, (data) =>
{
Initdata initdata = JsonUtility.FromJson(data);
@@ -699,7 +1022,7 @@ public class Warehousingdata : MonoBehaviour
{
GameObject box = Instantiate(Boxgame2, point);
Boxtasknumber boxtasknumber = box.GetComponent();
- boxtasknumber.ID = initdata.result[0].transferId;
+ boxtasknumber.ID = boxid.LowerBoxNumber;
switch (initdata.result[0].palletType)
{
case "QBox":
@@ -765,15 +1088,151 @@ public class Warehousingdata : MonoBehaviour
//box.gameObject.transform.position = new Vector3(box.transform.position.x, box.transform.position.y + 1.3f, box.transform.position.z);
box.gameObject.transform.SetParent(point, false);
MqttManager.Instance.firstbox.Add(box);
- if (boxid.ForwardRotation == "True")
- {
- Intotheforword();
- }
- else if (boxid.ReverseRotation == "True")
- {
- Tothereversal();
- }
}
}));
}
+ ///
+ /// 初始化没有颜色的箱子
+ ///
+ public void Upmachine(Convoyorequipment boxid, GameObject game, Transform point)
+ {
+ GameObject box = Instantiate(game, point);
+ box.gameObject.transform.SetParent(point, false);
+ MqttManager.Instance.firstbox.Add(box);
+ if (ID == "5204")
+ {
+ if (boxid.ForwardRotation == "True")
+ {
+ Intotheforword();
+ }
+ }
+ else if (ID == "5226")
+ {
+ if (Points.childCount == 1)
+ {
+ if (Points.GetChild(0).childCount == 1)
+ {
+ Intotheforword();
+ }
+ }
+ }
+ else if (ID == "5237")
+ {
+ if (boxid.ForwardRotation == "True")
+ {
+ Intotheforword();
+ }
+ }
+ else if (ID == "5238")
+ {
+ if (boxid.ForwardRotation == "True")
+ {
+ Intotheforword();
+ }
+ }
+ else if (ID == "5248")
+ {
+ if (boxid.ForwardRotation == "True")
+ {
+ Intotheforword();
+ }
+ }
+ else if (boxid.Id != "5203" && boxid.Id != "5236" && boxid.ForwardRotation == "True" && boxid.TaskNumber != "0")
+ {
+ Intotheforword();
+ Debug.Log(boxid.Id + "正传");
+ }
+ else if (boxid.Id != "5203" && boxid.Id != "5236" && boxid.ReverseRotation == "True" && boxid.TaskNumber != "0")
+ {
+ Tothereversal();
+ Debug.Log(boxid.Id + "反传");
+ }
+
+ }
+ ///
+ /// 初始化有箱子颜色
+ ///
+ ///
+ ///
+ ///
+ public void Upmachine2(Convoyorequipment boxid, GameObject game, Transform point)
+ {
+ GameObject box = Instantiate(game, point);
+ box.gameObject.transform.SetParent(point, false);
+ MqttManager.Instance.firstbox.Add(box);
+ if (box.transform.childCount == 1)
+ {
+ Renderer renderer = box.GetComponent();
+ Renderer renderer1 = box.transform.GetChild(0).GetComponent();
+ if (renderer)
+ {
+ renderer.material = Specialkernelbox;
+ }
+ if (renderer1)
+ {
+ renderer1.material = Specialkernelbox;
+ }
+ }
+ else
+ {
+ Renderer renderer = box.GetComponent();
+ if (renderer)
+ {
+ renderer.material = Specialkernelbox;
+ }
+ }
+ if (boxid.ForwardRotation == "True")
+ {
+ Intotheforword();
+ }
+ else if (boxid.ReverseRotation == "True")
+ {
+ Tothereversal();
+ }
+
+ }
+ ///
+ /// 5103箱子颜色实箱
+ ///
+ public void Changecolor(Transform point)
+ {
+ if (point.childCount == 1)
+ {
+ GameObject box = point.transform.GetChild(0).gameObject;
+ if (box)
+ {
+ Renderer renderer = box.GetComponent();
+ renderer.material = Specialkernelbox;
+ }
+ }
+ }
+ ///
+ /// 5205箱子颜色变成空
+ ///
+ ///
+ public void Changecolor2(Transform point)
+ {
+ if (point.childCount > 0)
+ {
+ GameObject box = point.transform.GetChild(0).gameObject;
+ Boxtasknumber boxtasknumber = box.GetComponent();
+ if (boxtasknumber != null)
+ {
+ boxtasknumber.ID = null;
+ }
+ if (box)
+ {
+ Renderer renderer = box.GetComponent();
+ Renderer renderer1 = box.transform.GetChild(0).GetComponent();
+ if (renderer != null)
+ {
+ renderer.material = Specialbox;
+ }
+ if (renderer1 != null)
+ {
+ renderer1.material = Specialbox;
+ }
+ }
+ }
+ }
}