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discarded.\n\nClip + 'Walking_A' has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'upperleg.l' + has translation animation that will be discarded.\n\t'upperleg.r' has translation + animation that will be discarded.\n\nClip 'Walking_B' has import animation + warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'chest' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'upperleg.l' has translation + animation that will be discarded.\n\t'upperleg.r' has translation animation + that will be discarded.\n\nClip 'Walking_C' has import animation warnings that + might lower retargeting quality:\nNote: Activate translation DOF on avatar + to improve retargeting quality.\n\t'hips' has translation animation that will + be discarded.\n\t'upperleg.l' has translation animation that will be discarded.\n\t'upperleg.r' + has translation animation that will be discarded.\n\nClip 'Walking_Backwards' + has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'upperarm.r' + has translation animation that will be discarded.\n\t'upperleg.l' has translation + animation that will be discarded.\n\t'upperleg.r' has translation animation + that will be discarded.\n\nClip 'Running_A' has import animation warnings that + might lower retargeting quality:\nNote: Activate translation DOF on avatar + to improve retargeting quality.\n\t'hips' has translation animation that will + be discarded.\n\t'hips' is inbetween humanoid transforms and has rotation animation + that will be discarded.\n\t'chest' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'upperarm.l' has translation + animation that will be discarded.\n\t'upperarm.r' has translation animation + that will be discarded.\n\t'upperleg.l' has translation animation that will + be discarded.\n\t'upperleg.r' has translation animation that will be discarded.\n\nClip + 'Running_B' has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'upperarm.l' + has translation animation that will be discarded.\n\t'upperarm.r' has translation + animation that will be discarded.\n\t'upperleg.l' has translation animation + that will be discarded.\n\t'upperleg.r' has translation animation that will + be discarded.\n\nClip 'Running_Strafe_Right' has import animation warnings + that might lower retargeting quality:\nNote: Activate translation DOF on avatar + to improve retargeting quality.\n\t'hips' has translation animation that will + be discarded.\n\t'hips' is inbetween humanoid transforms and has rotation animation + that will be discarded.\n\t'chest' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'upperarm.l' has translation + animation that will be discarded.\n\t'upperarm.r' has translation animation + that will be discarded.\n\t'upperleg.l' has translation animation that will + be discarded.\n\t'upperleg.r' has translation animation that will be discarded.\n\nClip + 'Running_Strafe_Left' has import animation warnings that might lower retargeting + quality:\nNote: Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'chest' is + inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'upperarm.l' + has translation animation that will be discarded.\n\t'upperarm.r' has translation + animation that will be discarded.\n\t'upperleg.l' has translation animation + that will be discarded.\n\t'upperleg.r' has translation animation that will + be discarded.\n\nClip 'Jump_Full_Short' has import animation warnings that + might lower retargeting quality:\nNote: Activate translation DOF on avatar + to improve retargeting quality.\n\t'hips' has translation animation that will + be discarded.\n\t'chest' is inbetween humanoid transforms and has rotation + animation that will be discarded.\n\nClip 'Jump_Full_Long' has import animation + warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'hips' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\nClip 'Jump_Start' + has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\nClip 'Jump_Idle' + has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'chest' is + inbetween humanoid transforms and has rotation animation that will be discarded.\n\nClip + 'Jump_Land' has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\nClip 'Dodge_Forward' + has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'chest' is + inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'upperleg.l' + has translation animation that will be discarded.\n\t'upperleg.r' has translation + animation that will be discarded.\n\nClip 'Dodge_Backward' has import animation + warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'chest' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'upperleg.l' has translation + animation that will be discarded.\n\t'upperleg.r' has translation animation + that will be discarded.\n\nClip 'Dodge_Right' has import animation warnings + that might lower retargeting quality:\nNote: Activate translation DOF on avatar + to improve retargeting quality.\n\t'hips' has translation animation that will + be discarded.\n\t'hips' is inbetween humanoid transforms and has rotation animation + that will be discarded.\n\t'chest' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'upperleg.r' has translation + animation that will be discarded.\n\nClip 'Dodge_Left' has import animation + warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'hips' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'upperleg.l' + has translation animation that will be discarded.\n\nClip 'PickUp' has import + animation warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'hips' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'upperarm.r' + has translation animation that will be discarded.\n\nClip 'Use_Item' has import + animation warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'hips' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\nClip 'Throw' + has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'chest' is + inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'upperarm.l' + has translation animation that will be discarded.\n\t'upperarm.r' has translation + animation that will be discarded.\n\t'upperleg.l' has translation animation + that will be discarded.\n\t'upperleg.r' has translation animation that will + be discarded.\n\nClip 'Interact' has import animation warnings that might lower + retargeting quality:\nNote: Activate translation DOF on avatar to improve retargeting + quality.\n\t'hips' has translation animation that will be discarded.\n\t'hips' + is inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'upperarm.r' + has translation animation that will be discarded.\n\nClip 'Cheer' has import + animation warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'hips' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'upperarm.l' + has translation animation that will be discarded.\n\t'upperarm.r' has translation + animation that will be discarded.\n\nClip 'Hit_A' has import animation warnings + that might lower retargeting quality:\nNote: Activate translation DOF on avatar + to improve retargeting quality.\n\t'hips' has translation animation that will + be discarded.\n\t'chest' is inbetween humanoid transforms and has rotation + animation that will be discarded.\n\nClip 'Hit_B' has import animation warnings + that might lower retargeting quality:\nNote: Activate translation DOF on avatar + to improve retargeting quality.\n\t'hips' has translation animation that will + be discarded.\n\t'hips' is inbetween humanoid transforms and has rotation animation + that will be discarded.\n\nClip 'Death_A' has import animation warnings that + might lower retargeting quality:\nNote: Activate translation DOF on avatar + to improve retargeting quality.\n\t'hips' has translation animation that will + be discarded.\n\t'hips' is inbetween humanoid transforms and has rotation animation + that will be discarded.\n\t'chest' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'upperleg.r' has translation + animation that will be discarded.\n\nClip 'Death_B' has import animation warnings + that might lower retargeting quality:\nNote: Activate translation DOF on avatar + to improve retargeting quality.\n\t'hips' has translation animation that will + be discarded.\n\t'hips' is inbetween humanoid transforms and has rotation animation + that will be discarded.\n\t'chest' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'upperleg.l' has translation + animation that will be discarded.\n\t'upperleg.r' has translation animation + that will be discarded.\n\nClip '1H_Melee_Attack_Chop' has import animation + warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'hips' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\nClip '1H_Melee_Attack_Slice_Diagonal' + has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'chest' is + inbetween humanoid transforms and has rotation animation that will be discarded.\n\nClip + '1H_Melee_Attack_Slice_Horizontal' has import animation warnings that might + lower retargeting quality:\nNote: Activate translation DOF on avatar to improve + retargeting quality.\n\t'hips' has translation animation that will be discarded.\n\t'hips' + is inbetween humanoid transforms and has rotation animation that will be discarded.\n\nClip + '1H_Melee_Attack_Stab' has import animation warnings that might lower retargeting + quality:\nNote: Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'chest' is + inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'upperarm.r' + has translation animation that will be discarded.\n\t'upperleg.l' has translation + animation that will be discarded.\n\nClip '2H_Melee_Idle' has import animation + warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'chest' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\nClip '2H_Melee_Attack_Chop' has + import animation warnings that might lower retargeting quality:\nNote: Activate + translation DOF on avatar to improve retargeting quality.\n\t'hips' has translation + animation that will be discarded.\n\t'hips' is inbetween humanoid transforms + and has rotation animation that will be discarded.\n\t'chest' is inbetween + humanoid transforms and has rotation animation that will be discarded.\n\t'upperarm.l' + has translation animation that will be discarded.\n\t'upperarm.r' has translation + animation that will be discarded.\n\nClip '2H_Melee_Attack_Slice' has import + animation warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'hips' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\nClip '2H_Melee_Attack_Stab' has + import animation warnings that might lower retargeting quality:\nNote: Activate + translation DOF on avatar to improve retargeting quality.\n\t'hips' has translation + animation that will be discarded.\n\t'hips' is inbetween humanoid transforms + and has rotation animation that will be discarded.\n\t'chest' is inbetween + humanoid transforms and has rotation animation that will be discarded.\n\t'upperarm.r' + has translation animation that will be discarded.\n\nClip '2H_Melee_Attack_Spin' + has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'chest' is + inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'upperarm.l' + has translation animation that will be discarded.\n\t'upperarm.r' has translation + animation that will be discarded.\n\nClip '2H_Melee_Attack_Spinning' has import + animation warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'chest' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\nClip 'Dualwield_Melee_Attack_Chop' + has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'upperarm.l' + has translation animation that will be discarded.\n\t'upperarm.r' has translation + animation that will be discarded.\n\t'upperleg.l' has translation animation + that will be discarded.\n\t'upperleg.r' has translation animation that will + be discarded.\n\nClip 'Dualwield_Melee_Attack_Slice' has import animation warnings + that might lower retargeting quality:\nNote: Activate translation DOF on avatar + to improve retargeting quality.\n\t'hips' has translation animation that will + be discarded.\n\t'hips' is inbetween humanoid transforms and has rotation animation + that will be discarded.\n\t'chest' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\nClip 'Dualwield_Melee_Attack_Stab' + has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'chest' is + inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'upperarm.l' + has translation animation that will be discarded.\n\t'upperarm.r' has translation + animation that will be discarded.\n\nClip 'Unarmed_Idle' has import animation + warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\nClip 'Unarmed_Melee_Attack_Punch_A' has import animation + warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'hips' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'upperarm.r' has translation + animation that will be discarded.\n\nClip 'Unarmed_Melee_Attack_Punch_B' has + import animation warnings that might lower retargeting quality:\nNote: Activate + translation DOF on avatar to improve retargeting quality.\n\t'hips' has translation + animation that will be discarded.\n\t'hips' is inbetween humanoid transforms + and has rotation animation that will be discarded.\n\t'chest' is inbetween + humanoid transforms and has rotation animation that will be discarded.\n\t'upperarm.r' + has translation animation that will be discarded.\n\t'upperleg.l' has translation + animation that will be discarded.\n\t'upperleg.r' has translation animation + that will be discarded.\n\nClip 'Unarmed_Melee_Attack_Kick' has import animation + warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'hips' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'upperarm.l' + has translation animation that will be discarded.\n\t'upperleg.l' has translation + animation that will be discarded.\n\t'upperleg.r' has translation animation + that will be discarded.\n\nClip 'Block' has import animation warnings that + might lower retargeting quality:\nNote: Activate translation DOF on avatar + to improve retargeting quality.\n\t'hips' has translation animation that will + be discarded.\n\t'chest' is inbetween humanoid transforms and has rotation + animation that will be discarded.\n\t'upperarm.l' has translation animation + that will be discarded.\n\t'upperleg.l' has translation animation that will + be discarded.\n\t'upperleg.r' has translation animation that will be discarded.\n\nClip + 'Blocking' has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\nClip 'Block_Hit' + has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\nClip 'Block_Attack' has + import animation warnings that might lower retargeting quality:\nNote: Activate + translation DOF on avatar to improve retargeting quality.\n\t'hips' has translation + animation that will be discarded.\n\t'chest' is inbetween humanoid transforms + and has rotation animation that will be discarded.\n\t'upperarm.l' has translation + animation that will be discarded.\n\nClip '1H_Ranged_Aiming' has import animation + warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'hips' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'upperarm.r' + has translation animation that will be discarded.\n\t'upperleg.l' has translation + animation that will be discarded.\n\nClip '1H_Ranged_Shoot' has import animation + warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'hips' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'upperarm.r' + has translation animation that will be discarded.\n\t'upperleg.l' has translation + animation that will be discarded.\n\nClip '1H_Ranged_Shooting' has import animation + warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'chest' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\nClip '1H_Ranged_Reload' has import + animation warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'hips' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'upperarm.l' + has translation animation that will be discarded.\n\nClip '2H_Ranged_Aiming' + has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'chest' is + inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'upperarm.l' + has translation animation that will be discarded.\n\t'upperarm.r' has translation + animation that will be discarded.\n\t'upperleg.l' has translation animation + that will be discarded.\n\t'upperleg.r' has translation animation that will + be discarded.\n\nClip '2H_Ranged_Shoot' has import animation warnings that + might lower retargeting quality:\nNote: Activate translation DOF on avatar + to improve retargeting quality.\n\t'hips' has translation animation that will + be discarded.\n\t'hips' is inbetween humanoid transforms and has rotation animation + that will be discarded.\n\t'chest' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'upperarm.l' has translation + animation that will be discarded.\n\t'upperarm.r' has translation animation + that will be discarded.\n\t'upperleg.l' has translation animation that will + be discarded.\n\t'upperleg.r' has translation animation that will be discarded.\n\nClip + '2H_Ranged_Shooting' has import animation warnings that might lower retargeting + quality:\nNote: Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'chest' is + inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'upperleg.r' + has translation animation that will be discarded.\n\nClip '2H_Ranged_Reload' + has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'chest' + is inbetween humanoid transforms and has rotation animation that will be discarded.\n\nClip + 'Spellcast_Shoot' has import animation warnings that might lower retargeting + quality:\nNote: Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'chest' is + inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'upperarm.r' + has translation animation that will be discarded.\n\nClip 'Spellcast_Raise' + has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'chest' is + inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'upperarm.r' + has translation animation that will be discarded.\n\t'upperleg.r' has translation + animation that will be discarded.\n\nClip 'Spellcast_Long' has import animation + warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'hips' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\nClip 'Spellcasting' + has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\nClip 'Lie_Down' has import + animation warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'hips' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'upperarm.l' + has translation animation that will be discarded.\n\t'upperarm.r' has translation + animation that will be discarded.\n\t'upperleg.l' has translation animation + that will be discarded.\n\t'upperleg.r' has translation animation that will + be discarded.\n\nClip 'Lie_Idle' has import animation warnings that might lower + retargeting quality:\nNote: Activate translation DOF on avatar to improve retargeting + quality.\n\t'hips' has translation animation that will be discarded.\n\nClip + 'Lie_StandUp' has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'chest' is + inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'upperarm.l' + has translation animation that will be discarded.\n\t'upperarm.r' has translation + animation that will be discarded.\n\t'upperleg.l' has translation animation + that will be discarded.\n\t'upperleg.r' has translation animation that will + be discarded.\n\nClip 'Sit_Chair_Down' has import animation warnings that might + lower retargeting quality:\nNote: Activate translation DOF on avatar to improve + retargeting quality.\n\t'hips' has translation animation that will be discarded.\n\t'hips' + is inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'chest' + is inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'upperleg.l' + has translation animation that will be discarded.\n\t'upperleg.r' has translation + animation that will be discarded.\n\nClip 'Sit_Chair_Idle' has import animation + warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\nClip 'Sit_Chair_StandUp' + has import animation warnings that might lower retargeting quality:\nNote: + Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'chest' is + inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'upperleg.l' + has translation animation that will be discarded.\n\t'upperleg.r' has translation + animation that will be discarded.\n\nClip 'Sit_Floor_Down' has import animation + warnings that might lower retargeting quality:\nNote: Activate translation + DOF on avatar to improve retargeting quality.\n\t'hips' has translation animation + that will be discarded.\n\t'hips' is inbetween humanoid transforms and has + rotation animation that will be discarded.\n\t'chest' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'upperarm.l' + has translation animation that will be discarded.\n\t'upperarm.r' has translation + animation that will be discarded.\n\t'upperleg.l' has translation animation + that will be discarded.\n\t'upperleg.r' has translation animation that will + be discarded.\n\nClip 'Sit_Floor_Idle' has import animation warnings that might + lower retargeting quality:\nNote: Activate translation DOF on avatar to improve + retargeting quality.\n\t'hips' has translation animation that will be discarded.\n\t'chest' + is inbetween humanoid transforms and has rotation animation that will be discarded.\n\nClip + 'Sit_Floor_StandUp' has import animation warnings that might lower retargeting + quality:\nNote: Activate translation DOF on avatar to improve retargeting quality.\n\t'hips' + has translation animation that will be discarded.\n\t'hips' is inbetween humanoid + transforms and has rotation animation that will be discarded.\n\t'chest' is + inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'upperarm.l' + has translation animation that will be discarded.\n\t'upperarm.r' has translation + animation that will be discarded.\n\t'upperleg.l' has translation animation + that will be discarded.\n\t'upperleg.r' has translation animation that will + be discarded.\n" + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 + importAnimatedCustomProperties: 0 + importConstraints: 0 + animationCompression: 3 + animationRotationError: 0.5 + animationPositionError: 0.5 + animationScaleError: 0.5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + extraUserProperties: [] + clipAnimations: [] + isReadable: 0 + meshes: + lODScreenPercentages: [] + globalScale: 1 + meshCompression: 0 + addColliders: 0 + useSRGBMaterialColor: 1 + sortHierarchyByName: 1 + importVisibility: 1 + importBlendShapes: 1 + importCameras: 1 + importLights: 1 + nodeNameCollisionStrategy: 1 + fileIdsGeneration: 2 + swapUVChannels: 0 + generateSecondaryUV: 0 + useFileUnits: 1 + keepQuads: 0 + weldVertices: 1 + bakeAxisConversion: 0 + preserveHierarchy: 0 + skinWeightsMode: 0 + maxBonesPerVertex: 4 + minBoneWeight: 0.001 + optimizeBones: 1 + meshOptimizationFlags: -1 + indexFormat: 0 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVMarginMethod: 1 + secondaryUVMinLightmapResolution: 40 + secondaryUVMinObjectScale: 1 + secondaryUVPackMargin: 4 + useFileScale: 1 + tangentSpace: + normalSmoothAngle: 60 + normalImportMode: 0 + tangentImportMode: 3 + normalCalculationMode: 4 + legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0 + blendShapeNormalImportMode: 1 + normalSmoothingSource: 0 + referencedClips: + - 2ad3faa930b8e0c4592c98cf73669a78 + - e98d90ed8fa4341438cc423a4bae8912 + - f3256fad6b5901d41a768ca6cd7cbb8f + - 19fa0c1afb647d3479cfdbf3e1ca4d17 + importAnimation: 1 + humanDescription: + serializedVersion: 3 + human: + - boneName: root + humanName: Hips + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: upperleg.l + humanName: LeftUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: upperleg.r + humanName: RightUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: lowerleg.l + humanName: LeftLowerLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: lowerleg.r + humanName: RightLowerLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: foot.l + humanName: LeftFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: foot.r + humanName: RightFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: spine + humanName: Spine + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: head + humanName: Head + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: upperarm.l + humanName: LeftUpperArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 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Be sure you using "Tone Mapping" and "Bloom" +- We also recommend using Deferred Rendering for better performance + + +HOW TO USE: + +First of all, check for Demo Scene in Scenes folder. Also, there is a Prefabs folder with complete effects. +Just Drag and Drop prefabs from "Prefabs" folder into your scene, they come with simple lighting. +We made all Shaders very tweakable, so you can create your own unique effects. + + +SHADERS CONTROL: + +Albedo Mask - Mask for coloring Albedo map +Color Tint 1 and 2 - Colors used in Albedo Mask, 1 for black 2 for white areas of the mask +Ramp - Use Ramp Gradient texture for coloring your Crystal +Ramp Mask - Mask for coloring Emission map + +Translucency - control overall translucency of object +Strength - power of the translucent effect +Normal Distortion - defines the amount of normal distortion on the translucency effect +Scattering Falloff - light scattering +Direct and Ambient - controls how much lighting of these types affects translucency +Translucency Mask - thickness mask of the mesh for better effect +Translucency Mask Power - power of the Translucency Mask + + + +Support email "sinevfx@gmail.com" \ No newline at end of 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"SineVFX/TranslucentCrystals/Crystal" +{ + Properties + { + [Header(Translucency)] + _Translucency("Strength", Range( 0 , 50)) = 1 + _TransNormalDistortion("Normal Distortion", Range( 0 , 1)) = 0.1 + _TransScattering("Scaterring Falloff", Range( 1 , 50)) = 2 + _TransDirect("Direct", Range( 0 , 1)) = 1 + _TransAmbient("Ambient", Range( 0 , 1)) = 0.2 + _TranslucencyMask("Translucency Mask", 2D) = "white" {} + _TransShadow("Shadow", Range( 0 , 1)) = 0.9 + _TranslucencyMaskPower("Translucency Mask Power", Range( 0 , 1)) = 1 + _AlbedoMask("Albedo Mask", 2D) = "white" {} + _ColorTint1("Color Tint 1", Color) = (1,1,1,1) + _ColorTint2("Color Tint 2", Color) = (1,1,1,1) + _Normal("Normal", 2D) = "bump" {} + _Emission("Emission", 2D) = "white" {} + _EmissionColor("Emission Color", Color) = (1,1,1,1) + _EmissionPower("Emission Power", Range( 0 , 10)) = 2 + [Toggle]_RampEnabled("Ramp Enabled", Int) = 0 + [Toggle]_RampInverted("Ramp Inverted", Int) = 0 + _Ramp("Ramp", 2D) = "white" {} + _RampMask("Ramp Mask", 2D) = "white" {} + _MetallicSmoothness("MetallicSmoothness", 2D) = "white" {} + _Metallic("Metallic", Range( 0 , 1)) = 1 + _Smoothness("Smoothness", Range( 0 , 1)) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Transparent+0" "IsEmissive" = "true" } + Cull Back + CGPROGRAM + #include "UnityPBSLighting.cginc" + #pragma target 3.0 + #pragma shader_feature _RAMPINVERTED_ON + #pragma shader_feature _RAMPENABLED_ON + #pragma surface surf StandardCustom keepalpha addshadow fullforwardshadows exclude_path:deferred + struct Input + { + float2 uv_texcoord; + }; + + struct SurfaceOutputStandardCustom + { + fixed3 Albedo; + fixed3 Normal; + half3 Emission; + half Metallic; + half Smoothness; + half Occlusion; + fixed Alpha; + fixed3 Translucency; + }; + + uniform sampler2D _Normal; + uniform float4 _Normal_ST; + uniform float4 _ColorTint1; + uniform float4 _ColorTint2; + uniform sampler2D _AlbedoMask; + uniform float4 _AlbedoMask_ST; + uniform sampler2D _Emission; + uniform float4 _Emission_ST; + uniform sampler2D _Ramp; + uniform sampler2D _RampMask; + uniform float4 _RampMask_ST; + uniform float _EmissionPower; + uniform float4 _EmissionColor; + uniform sampler2D _MetallicSmoothness; + uniform float4 _MetallicSmoothness_ST; + uniform float _Metallic; + uniform float _Smoothness; + uniform half _Translucency; + uniform half _TransNormalDistortion; + uniform half _TransScattering; + uniform half _TransDirect; + uniform half _TransAmbient; + uniform half _TransShadow; + uniform sampler2D _TranslucencyMask; + uniform float4 _TranslucencyMask_ST; + uniform float _TranslucencyMaskPower; + + inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi ) + { + #if !DIRECTIONAL + float3 lightAtten = gi.light.color; + #else + float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, _TransShadow ); + #endif + half3 lightDir = gi.light.dir + s.Normal * _TransNormalDistortion; + half transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering ); + half3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * s.Translucency; + half4 c = half4( s.Albedo * translucency * _Translucency, 0 ); + + SurfaceOutputStandard r; + r.Albedo = s.Albedo; + r.Normal = s.Normal; + r.Emission = s.Emission; + r.Metallic = s.Metallic; + r.Smoothness = s.Smoothness; + r.Occlusion = s.Occlusion; + r.Alpha = s.Alpha; + return LightingStandard (r, viewDir, gi) + c; + } + + inline void LightingStandardCustom_GI(SurfaceOutputStandardCustom s, UnityGIInput data, inout UnityGI gi ) + { + UNITY_GI(gi, s, data); + } + + void surf( Input i , inout SurfaceOutputStandardCustom o ) + { + float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw; + o.Normal = UnpackNormal( tex2D( _Normal, uv_Normal ) ); + float2 uv_AlbedoMask = i.uv_texcoord * _AlbedoMask_ST.xy + _AlbedoMask_ST.zw; + float4 lerpResult17 = lerp( _ColorTint1 , _ColorTint2 , tex2D( _AlbedoMask, uv_AlbedoMask ).r); + o.Albedo = lerpResult17.rgb; + float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw; + float4 tex2DNode5 = tex2D( _Emission, uv_Emission ); + float2 uv_RampMask = i.uv_texcoord * _RampMask_ST.xy + _RampMask_ST.zw; + float4 tex2DNode22 = tex2D( _RampMask, uv_RampMask ); + #ifdef _RAMPINVERTED_ON + float staticSwitch26 = ( 1.0 - tex2DNode22.r ); + #else + float staticSwitch26 = tex2DNode22.r; + #endif + float2 appendResult23 = (float2(staticSwitch26 , 0.0)); + #ifdef _RAMPENABLED_ON + float4 staticSwitch20 = ( tex2DNode5 * tex2D( _Ramp, appendResult23 ) * _EmissionPower ); + #else + float4 staticSwitch20 = ( tex2DNode5 * _EmissionColor * _EmissionPower ); + #endif + o.Emission = staticSwitch20.rgb; + float2 uv_MetallicSmoothness = i.uv_texcoord * _MetallicSmoothness_ST.xy + _MetallicSmoothness_ST.zw; + float4 tex2DNode12 = tex2D( _MetallicSmoothness, uv_MetallicSmoothness ); + o.Metallic = ( tex2DNode12.r * _Metallic ); + o.Smoothness = ( tex2DNode12.a * _Smoothness ); + float2 uv_TranslucencyMask = i.uv_texcoord * _TranslucencyMask_ST.xy + _TranslucencyMask_ST.zw; + float3 temp_cast_2 = (( tex2D( _TranslucencyMask, uv_TranslucencyMask ).r * _TranslucencyMaskPower )).xxx; + o.Translucency = temp_cast_2; + o.Alpha = 1; + } + + ENDCG + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=13901 +7;29;1906;1004;2693.809;689.402;1;True;False +Node;AmplifyShaderEditor.SamplerNode;22;-2179.814,-214.3205;Float;True;Property;_RampMask;Ramp Mask;18;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT +Node;AmplifyShaderEditor.OneMinusNode;27;-1799.809,-273.402;Float;False;1;0;FLOAT;0.0;False;1;FLOAT 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00000000..c558a5fa --- /dev/null +++ b/Assets/SineVFX/TranslucentCrystals/Resources/Shaders/Crystal.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 39fe729f5dcad0d41bc1d8df009668cb +timeCreated: 1512137283 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SineVFX/TranslucentCrystals/Resources/Shaders/SkyboxProceduralDesaturated.shader b/Assets/SineVFX/TranslucentCrystals/Resources/Shaders/SkyboxProceduralDesaturated.shader new file mode 100644 index 00000000..793a8c46 --- /dev/null +++ b/Assets/SineVFX/TranslucentCrystals/Resources/Shaders/SkyboxProceduralDesaturated.shader @@ -0,0 +1,395 @@ +// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) + +Shader "Skybox/ProceduralDesaturated" { +Properties { + [KeywordEnum(None, Simple, High Quality)] _SunDisk ("Sun", Int) = 2 + _SunSize ("Sun Size", Range(0,1)) = 0.04 + + _AtmosphereThickness ("Atmosphere Thickness", Range(0,5)) = 1.0 + _SkyTint ("Sky Tint", Color) = (.5, .5, .5, 1) + _GroundColor ("Ground", Color) = (.369, .349, .341, 1) + + _Exposure("Exposure", Range(0, 8)) = 1.3 +} + +SubShader { + Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" } + Cull Off ZWrite Off + + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + #include "Lighting.cginc" + + #pragma multi_compile _SUNDISK_NONE _SUNDISK_SIMPLE _SUNDISK_HIGH_QUALITY + + uniform half _Exposure; // HDR exposure + uniform half3 _GroundColor; + uniform half _SunSize; + uniform half3 _SkyTint; + uniform half _AtmosphereThickness; + + #if defined(UNITY_COLORSPACE_GAMMA) + #define GAMMA 2 + #define COLOR_2_GAMMA(color) color + #define COLOR_2_LINEAR(color) color*color + #define LINEAR_2_OUTPUT(color) sqrt(color) + #else + #define GAMMA 2.2 + // HACK: to get gfx-tests in Gamma mode to agree until UNITY_ACTIVE_COLORSPACE_IS_GAMMA is working properly + #define COLOR_2_GAMMA(color) ((unity_ColorSpaceDouble.r>2.0) ? pow(color,1.0/GAMMA) : color) + #define COLOR_2_LINEAR(color) color + #define LINEAR_2_LINEAR(color) color + #endif + + // RGB wavelengths + // .35 (.62=158), .43 (.68=174), .525 (.75=190) + static const float3 kDefaultScatteringWavelength = float3(.65, .57, .475); + static const float3 kVariableRangeForScatteringWavelength = float3(.15, .15, .15); + + #define OUTER_RADIUS 1.025 + static const float kOuterRadius = OUTER_RADIUS; + static const float kOuterRadius2 = OUTER_RADIUS*OUTER_RADIUS; + static const float kInnerRadius = 1.0; + static const float kInnerRadius2 = 1.0; + + static const float kCameraHeight = 0.0001; + + #define kRAYLEIGH (lerp(0.0, 0.0025, pow(_AtmosphereThickness,2.5))) // Rayleigh constant + #define kMIE 0.0010 // Mie constant + #define kSUN_BRIGHTNESS 20.0 // Sun brightness + + #define kMAX_SCATTER 50.0 // Maximum scattering value, to prevent math overflows on Adrenos + + static const half kSunScale = 400.0 * kSUN_BRIGHTNESS; + static const float kKmESun = kMIE * kSUN_BRIGHTNESS; + static const float kKm4PI = kMIE * 4.0 * 3.14159265; + static const float kScale = 1.0 / (OUTER_RADIUS - 1.0); + static const float kScaleDepth = 0.25; + static const float kScaleOverScaleDepth = (1.0 / (OUTER_RADIUS - 1.0)) / 0.25; + static const float kSamples = 2.0; // THIS IS UNROLLED MANUALLY, DON'T TOUCH + + #define MIE_G (-0.990) + #define MIE_G2 0.9801 + + #define SKY_GROUND_THRESHOLD 0.02 + + // fine tuning of performance. You can override defines here if you want some specific setup + // or keep as is and allow later code to set it according to target api + + // if set vprog will output color in final color space (instead of linear always) + // in case of rendering in gamma mode that means that we will do lerps in gamma mode too, so there will be tiny difference around horizon + // #define SKYBOX_COLOR_IN_TARGET_COLOR_SPACE 0 + + // sun disk rendering: + // no sun disk - the fastest option + #define SKYBOX_SUNDISK_NONE 0 + // simplistic sun disk - without mie phase function + #define SKYBOX_SUNDISK_SIMPLE 1 + // full calculation - uses mie phase function + #define SKYBOX_SUNDISK_HQ 2 + + // uncomment this line and change SKYBOX_SUNDISK_SIMPLE to override material settings + // #define SKYBOX_SUNDISK SKYBOX_SUNDISK_SIMPLE + + #ifndef SKYBOX_SUNDISK + #if defined(_SUNDISK_NONE) + #define SKYBOX_SUNDISK SKYBOX_SUNDISK_NONE + #elif defined(_SUNDISK_SIMPLE) + #define SKYBOX_SUNDISK SKYBOX_SUNDISK_SIMPLE + #else + #define SKYBOX_SUNDISK SKYBOX_SUNDISK_HQ + #endif + #endif + + #ifndef SKYBOX_COLOR_IN_TARGET_COLOR_SPACE + #if defined(SHADER_API_MOBILE) + #define SKYBOX_COLOR_IN_TARGET_COLOR_SPACE 1 + #else + #define SKYBOX_COLOR_IN_TARGET_COLOR_SPACE 0 + #endif + #endif + + // Calculates the Rayleigh phase function + half getRayleighPhase(half eyeCos2) + { + return 0.75 + 0.75*eyeCos2; + } + half getRayleighPhase(half3 light, half3 ray) + { + half eyeCos = dot(light, ray); + return getRayleighPhase(eyeCos * eyeCos); + } + + + struct appdata_t + { + float4 vertex : POSITION; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 pos : SV_POSITION; + + #if SKYBOX_SUNDISK == SKYBOX_SUNDISK_HQ + // for HQ sun disk, we need vertex itself to calculate ray-dir per-pixel + half3 vertex : TEXCOORD0; + #elif SKYBOX_SUNDISK == SKYBOX_SUNDISK_SIMPLE + half3 rayDir : TEXCOORD0; + #else + // as we dont need sun disk we need just rayDir.y (sky/ground threshold) + half skyGroundFactor : TEXCOORD0; + #endif + + // calculate sky colors in vprog + half3 groundColor : TEXCOORD1; + half3 skyColor : TEXCOORD2; + + #if SKYBOX_SUNDISK != SKYBOX_SUNDISK_NONE + half3 sunColor : TEXCOORD3; + #endif + + UNITY_VERTEX_OUTPUT_STEREO + }; + + + float scale(float inCos) + { + float x = 1.0 - inCos; + #if defined(SHADER_API_N3DS) + // The polynomial expansion here generates too many swizzle instructions for the 3DS vertex assembler + // Approximate by removing x^1 and x^2 + return 0.25 * exp(-0.00287 + x*x*x*(-6.80 + x*5.25)); + #else + return 0.25 * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); + #endif + } + + v2f vert (appdata_t v) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + OUT.pos = UnityObjectToClipPos(v.vertex); + + float3 kSkyTintInGammaSpace = COLOR_2_GAMMA(_SkyTint); // convert tint from Linear back to Gamma + float3 kScatteringWavelength = lerp ( + kDefaultScatteringWavelength-kVariableRangeForScatteringWavelength, + kDefaultScatteringWavelength+kVariableRangeForScatteringWavelength, + half3(1,1,1) - kSkyTintInGammaSpace); // using Tint in sRGB gamma allows for more visually linear interpolation and to keep (.5) at (128, gray in sRGB) point + float3 kInvWavelength = 1.0 / pow(kScatteringWavelength, 4); + + float kKrESun = kRAYLEIGH * kSUN_BRIGHTNESS; + float kKr4PI = kRAYLEIGH * 4.0 * 3.14159265; + + float3 cameraPos = float3(0,kInnerRadius + kCameraHeight,0); // The camera's current position + + // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere) + float3 eyeRay = normalize(mul((float3x3)unity_ObjectToWorld, v.vertex.xyz)); + + float far = 0.0; + half3 cIn, cOut; + + if(eyeRay.y >= 0.0) + { + // Sky + // Calculate the length of the "atmosphere" + far = sqrt(kOuterRadius2 + kInnerRadius2 * eyeRay.y * eyeRay.y - kInnerRadius2) - kInnerRadius * eyeRay.y; + + float3 pos = cameraPos + far * eyeRay; + + // Calculate the ray's starting position, then calculate its scattering offset + float height = kInnerRadius + kCameraHeight; + float depth = exp(kScaleOverScaleDepth * (-kCameraHeight)); + float startAngle = dot(eyeRay, cameraPos) / height; + float startOffset = depth*scale(startAngle); + + + // Initialize the scattering loop variables + float sampleLength = far / kSamples; + float scaledLength = sampleLength * kScale; + float3 sampleRay = eyeRay * sampleLength; + float3 samplePoint = cameraPos + sampleRay * 0.5; + + // Now loop through the sample rays + float3 frontColor = float3(0.0, 0.0, 0.0); + // Weird workaround: WP8 and desktop FL_9_3 do not like the for loop here + // (but an almost identical loop is perfectly fine in the ground calculations below) + // Just unrolling this manually seems to make everything fine again. +// for(int i=0; i 1 [eyeRay.y < -SKY_GROUND_THRESHOLD] - ground + // if y >= 0 and < 1 [eyeRay.y <= 0 and > -SKY_GROUND_THRESHOLD] - horizon + // if y < 0 [eyeRay.y > 0] - sky + #if SKYBOX_SUNDISK == SKYBOX_SUNDISK_HQ + half3 ray = normalize(mul((float3x3)unity_ObjectToWorld, IN.vertex)); + half y = ray.y / SKY_GROUND_THRESHOLD; + #elif SKYBOX_SUNDISK == SKYBOX_SUNDISK_SIMPLE + half3 ray = IN.rayDir.xyz; + half y = ray.y / SKY_GROUND_THRESHOLD; + #else + half y = IN.skyGroundFactor; + #endif + + // if we did precalculate color in vprog: just do lerp between them + col = lerp(IN.skyColor, IN.groundColor, saturate(y)); + + #if SKYBOX_SUNDISK != SKYBOX_SUNDISK_NONE + if(y < 0.0) + { + #if SKYBOX_SUNDISK == SKYBOX_SUNDISK_SIMPLE + half mie = calcSunSpot(_WorldSpaceLightPos0.xyz, -ray); + #else // SKYBOX_SUNDISK_HQ + half eyeCos = dot(_WorldSpaceLightPos0.xyz, ray); + half eyeCos2 = eyeCos * eyeCos; + half mie = getMiePhase(eyeCos, eyeCos2); + #endif + + col += mie * IN.sunColor; + } + #endif + + #if defined(UNITY_COLORSPACE_GAMMA) && !SKYBOX_COLOR_IN_TARGET_COLOR_SPACE + col = LINEAR_2_OUTPUT(col); + #endif + + float lum = col.r * 0.3 + col.g * 0.59 + col.b * 0.11; + return half4(lum,lum,lum,1.0); + + } + ENDCG + } +} + + +Fallback Off + +} diff --git a/Assets/SineVFX/TranslucentCrystals/Resources/Shaders/SkyboxProceduralDesaturated.shader.meta b/Assets/SineVFX/TranslucentCrystals/Resources/Shaders/SkyboxProceduralDesaturated.shader.meta new file mode 100644 index 00000000..2d00cbe0 --- /dev/null +++ b/Assets/SineVFX/TranslucentCrystals/Resources/Shaders/SkyboxProceduralDesaturated.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f0e6432d0c161f0438eaa5961f74bd95 +timeCreated: 1512114024 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SineVFX/TranslucentCrystals/Resources/Textures.meta b/Assets/SineVFX/TranslucentCrystals/Resources/Textures.meta new file mode 100644 index 00000000..c5aa4096 --- /dev/null +++ b/Assets/SineVFX/TranslucentCrystals/Resources/Textures.meta 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