diff --git a/Assets/Custom RP/Runtime/CameraRenderer.cs b/Assets/Custom RP/Runtime/CameraRenderer.cs index fc3ea4b5195d8486e60575f24b8ea7af238dea62..feebc8c94931c8fc835a59a6a5475665d5dbef8b 100644 --- a/Assets/Custom RP/Runtime/CameraRenderer.cs +++ b/Assets/Custom RP/Runtime/CameraRenderer.cs @@ -129,7 +129,7 @@ public partial class CameraRenderer { enableDynamicBatching = useDynamicBatching, enableInstancing = useGPUInstancing, - perObjectData = PerObjectData.Lightmaps | PerObjectData.ShadowMask | PerObjectData.LightProbe | PerObjectData.OcclusionProbe | PerObjectData.LightProbeProxyVolume, + perObjectData = PerObjectData.Lightmaps | PerObjectData.ShadowMask | PerObjectData.LightProbe | PerObjectData.OcclusionProbe | PerObjectData.LightProbeProxyVolume | PerObjectData.ReflectionProbes, }; // 渲染CustomLit表示的pass块 drawingSettings.SetShaderPassName(1, litShaderTagId); diff --git a/Assets/Custom RP/ShaderLibrary/BRDF.hlsl b/Assets/Custom RP/ShaderLibrary/BRDF.hlsl index a3e4b07978d5e2d881c1464da2cc0b6d883a2fc0..bba0433e46222d5c2dd55efcf840da9c3eb3a3ac 100644 --- a/Assets/Custom RP/ShaderLibrary/BRDF.hlsl +++ b/Assets/Custom RP/ShaderLibrary/BRDF.hlsl @@ -11,6 +11,10 @@ struct BRDF float3 specular; // 粗糙度 float roughness; + // 感知粗糙度 + float perceptualRoughness; + // 菲涅尔反射 + float fresnel; }; // 电介质的反射率平均约0.04 @@ -37,8 +41,9 @@ BRDF GetBRDF(inout Surface surface, bool applyAlphaToDiffuse = false) brdf.specular = lerp(MIN_REFLECTIVITY, surface.color, surface.metallic); // 光滑度转为实际粗糙度 - float perceptualSmoothness = PerceptualSmoothnessToPerceptualRoughness(surface.smoothness); - brdf.roughness = PerceptualRoughnessToRoughness(perceptualSmoothness); + brdf.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(surface.smoothness); + brdf.roughness = PerceptualRoughnessToRoughness(brdf.perceptualRoughness); + brdf.fresnel = saturate(surface.smoothness + 1.0 - oneMinusReflectivity); return brdf; } @@ -63,7 +68,8 @@ float3 DirectBRDF (Surface surface, BRDF brdf, Light light) // 获取基于BRDF的间接照明 float3 IndirectBRDF(Surface surface, BRDF brdf, float3 diffuse, float3 specular) { - float3 reflection = specular * brdf.specular; + float fresnelStrength = surface.fresnelStrength * Pow4(1.0 - saturate(dot(surface.normal, surface.viewDirection))); + float3 reflection = specular * lerp(brdf.specular, brdf.fresnel, fresnelStrength); reflection /= brdf.roughness * brdf.roughness + 1.0; return diffuse * brdf.diffuse + reflection; } diff --git a/Assets/Custom RP/ShaderLibrary/GI.hlsl b/Assets/Custom RP/ShaderLibrary/GI.hlsl index b9b91d121dd9e55a86857810eabf64192cfd5841..215777e2c9485a0cdb8e34ddd6e2e2047048a3cd 100644 --- a/Assets/Custom RP/ShaderLibrary/GI.hlsl +++ b/Assets/Custom RP/ShaderLibrary/GI.hlsl @@ -3,6 +3,7 @@ #define CUSTOM_GI_INCLUDED #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" TEXTURE2D(unity_Lightmap); SAMPLER(samplerunity_Lightmap); @@ -13,6 +14,9 @@ SAMPLER(samplerunity_ProbeVolumeSH); TEXTURE2D(unity_ShadowMask); SAMPLER(samplerunity_ShadowMask); +TEXTURECUBE(unity_SpecCube0); +SAMPLER(samplerunity_SpecCube0); + // 当需要渲染光照贴图对象时 #if defined(LIGHTMAP_ON) #define GI_ATTRIBUTE_DATA float2 lightMapUV : TEXCOORD1; @@ -31,6 +35,8 @@ struct GI { // 漫反射颜色 float3 diffuse; + // 镜面反射颜色 + float3 specular; ShadowMask shadowMask; }; @@ -111,10 +117,22 @@ float4 SampleBakedShadows(float2 lightMapUV, Surface surfaceWS) #endif } -GI GetGI(float2 lightMapUV, Surface surfaceWS) +// 采样环境立方体纹理 +float3 SampleEnvironment(Surface surfaceWS, BRDF brdf) +{ + float3 uvw = reflect(-surfaceWS.viewDirection, surfaceWS.normal); + float mip = PerceptualRoughnessToMipmapLevel(brdf.perceptualRoughness); + float4 environment = SAMPLE_TEXTURECUBE_LOD( + unity_SpecCube0, samplerunity_SpecCube0, uvw, mip + ); + return DecodeHDREnvironment(environment, unity_SpecCube0_HDR); +} + +GI GetGI(float2 lightMapUV, Surface surfaceWS, BRDF brdf) { GI gi; gi.diffuse = SampleLightMap(lightMapUV) + SampleLightProbe(surfaceWS); + gi.specular = SampleEnvironment(surfaceWS, brdf); gi.shadowMask.always = false; gi.shadowMask.distance = false; gi.shadowMask.shadows = 1.0; diff --git a/Assets/Custom RP/ShaderLibrary/Lighting.hlsl b/Assets/Custom RP/ShaderLibrary/Lighting.hlsl index 36ce8534890ba5a081d11fdcd5c71708df71648b..8e86b9672ee16739362aacf6d0a742ac7a35d8cf 100644 --- a/Assets/Custom RP/ShaderLibrary/Lighting.hlsl +++ b/Assets/Custom RP/ShaderLibrary/Lighting.hlsl @@ -22,7 +22,7 @@ float3 GetLighting(Surface surfaceWS, BRDF brdf, GI gi) shadowData.shadowMask = gi.shadowMask; // 可见光的光照结果进行累加得到最终光照结果 - float3 color = IndirectBRDF(surfaceWS, brdf, gi.diffuse, 1.0); + float3 color = IndirectBRDF(surfaceWS, brdf, gi.diffuse, gi.specular); for (int i = 0; i < GetDirectionalLightCount(); i++) { Light light = GetDirectionalLight(i, surfaceWS, shadowData); diff --git a/Assets/Custom RP/ShaderLibrary/Surface.hlsl b/Assets/Custom RP/ShaderLibrary/Surface.hlsl index e619d4d8f964222e7e284c114fddeaa8a3056303..82807f70cb4b8e9ebf1a50c6c80adb53fb8b9db8 100644 --- a/Assets/Custom RP/ShaderLibrary/Surface.hlsl +++ b/Assets/Custom RP/ShaderLibrary/Surface.hlsl @@ -16,6 +16,8 @@ struct Surface float smoothness; // 抖动属性 float dither; + // 菲涅尔反射强度 + float fresnelStrength; }; #endif \ No newline at end of file diff --git a/Assets/Custom RP/ShaderLibrary/UnityInput.hlsl b/Assets/Custom RP/ShaderLibrary/UnityInput.hlsl index 90dd726c34238ae0408c3304f18ccda3d293af89..3fc0a968d29c05682d2810640fb39175dbeb6655 100644 --- a/Assets/Custom RP/ShaderLibrary/UnityInput.hlsl +++ b/Assets/Custom RP/ShaderLibrary/UnityInput.hlsl @@ -11,6 +11,8 @@ CBUFFER_START(UnityPerDraw) float4 unity_ProbesOcclusion; + float4 unity_SpecCube0_HDR; + float4 unity_LightmapST; float4 unity_DynamicLightmapST; diff --git a/Assets/Custom RP/Shaders/Lit.shader b/Assets/Custom RP/Shaders/Lit.shader index 50932542116c05a4a2dba542b25928e223e35693..b041b5d2f09f25990bd12548b669ec7c6666adf2 100644 --- a/Assets/Custom RP/Shaders/Lit.shader +++ b/Assets/Custom RP/Shaders/Lit.shader @@ -11,14 +11,16 @@ Shader "Custom RP/Lit" [Toggle(_RECEIVE_SHADOWS)] _ReceiveShadows ("Receive Shadows", Float) = 1 // 阴影模式 [KeywordEnum(On, Clip, Dither, Off)] _Shadows ("Shadows", Float) = 0 - // 透明通道预乘 - [Toggle(_PREMULTIPLY_ALPHA)] _PremulAlpha("Premultiply Alpha", Float) = 0 // 金属度和光滑度 _Metallic("Metallic", Range(0, 1)) = 0 _Smoothness("Smoothness", Range(0, 1)) = 0.5 + // 菲涅尔反射强度 + _Fresnel ("Fresnel", Range(0, 1)) = 1 // 自发光 [NoScaleOffset] _EmissionMap("Emission", 2D) = "white" {} [HDR] _EmissionColor("Emission", Color) = (0.0, 0.0, 0.0, 0.0) + // 透明通道预乘 + [Toggle(_PREMULTIPLY_ALPHA)] _PremulAlpha("Premultiply Alpha", Float) = 0 // 设置混合模式 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Src Blend", Float) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Dst Blend", Float) = 0 diff --git a/Assets/Custom RP/Shaders/LitInput.hlsl b/Assets/Custom RP/Shaders/LitInput.hlsl index 79f85cdbdd3f322cc219b9a8505909aa6978d16d..47f8eeef587df1b43e16bb596f6af121c8dae3f8 100644 --- a/Assets/Custom RP/Shaders/LitInput.hlsl +++ b/Assets/Custom RP/Shaders/LitInput.hlsl @@ -12,6 +12,7 @@ UNITY_INSTANCING_BUFFER_START(UnityPerMaterial) UNITY_DEFINE_INSTANCED_PROP(float, _Cutoff) UNITY_DEFINE_INSTANCED_PROP(float, _Metallic) UNITY_DEFINE_INSTANCED_PROP(float, _Smoothness) + UNITY_DEFINE_INSTANCED_PROP(float, _Fresnel) UNITY_INSTANCING_BUFFER_END(UnityPerMaterial) float2 TransformBaseUV(float2 baseUV) @@ -53,5 +54,9 @@ float GetSmoothness(float2 baseUV) return UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _Smoothness); } +float GetFresnel(float2 baseUV) +{ + return UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _Fresnel); +} #endif \ No newline at end of file diff --git a/Assets/Custom RP/Shaders/LitPass.hlsl b/Assets/Custom RP/Shaders/LitPass.hlsl index 92664bea86ba87880050b008cc2a2ac1c08a9df8..3ce59972c26bf29b8f1caf4b7226c3bbdac9d101 100644 --- a/Assets/Custom RP/Shaders/LitPass.hlsl +++ b/Assets/Custom RP/Shaders/LitPass.hlsl @@ -70,6 +70,7 @@ float4 LitPassFragment(Varyings input) : SV_TARGET surface.alpha = base.a; surface.metallic = GetMetallic(input.baseUV); surface.smoothness = GetSmoothness(input.baseUV); + surface.fresnelStrength = GetFresnel(input.baseUV); // 计算抖动值 surface.dither = InterleavedGradientNoise(input.positionCS.xy, 0); // 通过表面属性和BRDF计算最终光照结果 @@ -79,7 +80,7 @@ float4 LitPassFragment(Varyings input) : SV_TARGET BRDF brdf = GetBRDF(surface); #endif // 获取全局照明数据 - GI gi = GetGI(GI_FRAGMENT_DATA(input), surface); + GI gi = GetGI(GI_FRAGMENT_DATA(input), surface, brdf); float3 color = GetLighting(surface, brdf, gi); color += GetEmission(input.baseUV); return float4(color, surface.alpha); diff --git a/Assets/Scenes/Baked Light Settings.lighting b/Assets/Scenes/Baked Light Settings.lighting index 007895675a5779a352c049b4671c2c3bed4de977..8f096c193f8548187da4504763bb9abbbc2ba0de 100644 --- a/Assets/Scenes/Baked Light Settings.lighting +++ b/Assets/Scenes/Baked Light Settings.lighting @@ -18,9 +18,9 @@ LightingSettings: m_UsingShadowmask: 1 m_BakeBackend: 1 m_LightmapMaxSize: 1024 - m_BakeResolution: 40 + m_BakeResolution: 20 m_Padding: 2 - m_TextureCompression: 1 + m_TextureCompression: 0 m_AO: 0 m_AOMaxDistance: 1 m_CompAOExponent: 1 @@ -41,16 +41,16 @@ LightingSettings: m_PVRCulling: 1 m_PVRSampling: 1 m_PVRDirectSampleCount: 32 - m_PVRSampleCount: 512 - m_PVREnvironmentSampleCount: 256 + m_PVRSampleCount: 500 + m_PVREnvironmentSampleCount: 500 m_PVREnvironmentReferencePointCount: 2048 - m_LightProbeSampleCountMultiplier: 4 + m_LightProbeSampleCountMultiplier: 2 m_PVRBounces: 2 m_PVRMinBounces: 1 - m_PVREnvironmentMIS: 1 + m_PVREnvironmentMIS: 0 m_PVRFilteringMode: 2 - m_PVRDenoiserTypeDirect: 1 - m_PVRDenoiserTypeIndirect: 1 + m_PVRDenoiserTypeDirect: 0 + m_PVRDenoiserTypeIndirect: 0 m_PVRDenoiserTypeAO: 1 m_PVRFilterTypeDirect: 0 m_PVRFilterTypeIndirect: 0 diff --git a/Assets/Scenes/Baked Light.unity b/Assets/Scenes/Baked Light.unity index 5d9ee6ef5b13a743a3c5a038f943dc150ec0841c..ba3fad2949dbe1ecf03087e912872b7e08cfb2eb 100644 --- a/Assets/Scenes/Baked Light.unity +++ b/Assets/Scenes/Baked Light.unity @@ -97,10 +97,8 @@ LightmapSettings: m_ExportTrainingData: 0 m_TrainingDataDestination: TrainingData m_LightProbeSampleCountMultiplier: 4 - m_LightingDataAsset: {fileID: 112000000, guid: 4772e383a675c4016a19a76456116c09, - type: 2} - m_LightingSettings: {fileID: 4890085278179872738, guid: e43cc08759a4c7444a7410feac07b614, - type: 2} + m_LightingDataAsset: {fileID: 112000000, guid: 4772e383a675c4016a19a76456116c09, type: 2} + m_LightingSettings: {fileID: 4890085278179872738, guid: 1556591ee3227314c9a52a04dddc0ddf, type: 2} --- !u!196 &4 NavMeshSettings: serializedVersion: 2 @@ -3347,7 +3345,7 @@ Light: m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 0 - m_BoundingSphereOverride: {x: 1.02e-43, y: 1.1950786e+34, z: 4.5904e-41, w: 0} + m_BoundingSphereOverride: {x: 8.06e-43, y: 1.39e-43, z: 0, w: -0.0000032726402} m_UseBoundingSphereOverride: 0 m_UseViewFrustumForShadowCasterCull: 1 m_ShadowRadius: 0 @@ -4278,6 +4276,70 @@ MeshFilter: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 859762734} m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0} +--- !u!1 &869728042 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 869728044} + - component: {fileID: 869728043} + m_Layer: 0 + m_Name: Reflection Probe + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!215 &869728043 +ReflectionProbe: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 869728042} + m_Enabled: 1 + serializedVersion: 2 + m_Type: 0 + m_Mode: 0 + m_RefreshMode: 0 + m_TimeSlicingMode: 0 + m_Resolution: 128 + m_UpdateFrequency: 0 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxOffset: {x: 0, y: 0, z: 0} + m_NearClip: 0.3 + m_FarClip: 1000 + m_ShadowDistance: 100 + m_ClearFlags: 1 + m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0} + m_CullingMask: + serializedVersion: 2 + m_Bits: 4294967295 + m_IntensityMultiplier: 1 + m_BlendDistance: 1 + m_HDR: 1 + m_BoxProjection: 0 + m_RenderDynamicObjects: 0 + m_UseOcclusionCulling: 1 + m_Importance: 1 + m_CustomBakedTexture: {fileID: 0} +--- !u!4 &869728044 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 869728042} + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0.10134385, y: 1.3073847, z: -2.0773427} + m_LocalScale: {x: 1, y: 1, z: 1} + m_Children: [] + m_Father: {fileID: 0} + m_RootOrder: 8 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &901141089 GameObject: m_ObjectHideFlags: 0 @@ -6203,7 +6265,7 @@ Light: m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 0 - m_BoundingSphereOverride: {x: 1.016e-42, y: 0, z: 0, w: 6.0005074} + m_BoundingSphereOverride: {x: 1.02e-43, y: 1.1950786e+34, z: 4.5904e-41, w: 0} m_UseBoundingSphereOverride: 0 m_UseViewFrustumForShadowCasterCull: 1 m_ShadowRadius: 0 diff --git a/Assets/Scenes/Baked Light/LightingData.asset b/Assets/Scenes/Baked Light/LightingData.asset index e0f17495a6fe9e9dde1caa2873d97870be4fc196..0f4353c53ea243ed91f61dd34e35b5a9014290fc 100644 Binary files a/Assets/Scenes/Baked Light/LightingData.asset and b/Assets/Scenes/Baked Light/LightingData.asset differ diff --git a/Assets/Scenes/Baked Light/Lightmap-0_comp_dir.png b/Assets/Scenes/Baked Light/Lightmap-0_comp_dir.png new file mode 100644 index 0000000000000000000000000000000000000000..937dd97f15788519a98aa931f7a4a8d79d8e22a5 Binary files /dev/null and b/Assets/Scenes/Baked Light/Lightmap-0_comp_dir.png differ diff --git a/Assets/Scenes/Baked Light/Lightmap-0_comp_dir.png.meta b/Assets/Scenes/Baked Light/Lightmap-0_comp_dir.png.meta new file mode 100644 index 0000000000000000000000000000000000000000..3f9041fbbc524daef87a4330dd197b1fa086af9b --- /dev/null +++ b/Assets/Scenes/Baked Light/Lightmap-0_comp_dir.png.meta @@ -0,0 +1,96 @@ +fileFormatVersion: 2 +guid: ab3d583a0e5f4fd4abd2b2166bc2de9c +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 0 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 1 + streamingMipmapsPriority: 0 + vTOnly: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 3 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 1 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 12 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scenes/Baked Light/Lightmap-0_comp_light.exr b/Assets/Scenes/Baked Light/Lightmap-0_comp_light.exr index 8449ddfe03bcad2466254c24866166040baf1e46..79d1a3f15902caa95ed2e1220cad6317875c798f 100644 Binary files a/Assets/Scenes/Baked Light/Lightmap-0_comp_light.exr and b/Assets/Scenes/Baked Light/Lightmap-0_comp_light.exr differ diff --git a/Assets/Scenes/Baked Light/Lightmap-0_comp_light.exr.meta b/Assets/Scenes/Baked Light/Lightmap-0_comp_light.exr.meta index 5b1770f9cf5e68eab3e60ebe8c72a373ffaa2761..b6ff3029744567fa55cdc669fd2a46df9af54a99 100644 --- a/Assets/Scenes/Baked Light/Lightmap-0_comp_light.exr.meta +++ b/Assets/Scenes/Baked Light/Lightmap-0_comp_light.exr.meta @@ -3,7 +3,7 @@ guid: eb5027765e9124d74aea8517bc5b5ff7 TextureImporter: internalIDToNameTable: [] externalObjects: {} - serializedVersion: 10 + serializedVersion: 11 mipmaps: mipMapMode: 0 enableMipMap: 1 @@ -23,6 +23,7 @@ TextureImporter: isReadable: 0 streamingMipmaps: 1 streamingMipmapsPriority: 0 + vTOnly: 0 grayScaleToAlpha: 0 generateCubemap: 6 cubemapConvolution: 0 @@ -54,9 +55,13 @@ TextureImporter: textureType: 6 textureShape: 1 singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 maxTextureSizeSet: 0 compressionQualitySet: 0 textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform diff --git a/Assets/Scenes/Baked Light/Lightmap-0_comp_shadowmask.png b/Assets/Scenes/Baked Light/Lightmap-0_comp_shadowmask.png index 18c62cf577a17f1825ea1098deb4284e6ad35fec..15befacede85f37f37b37a1213ee7f116ce39729 100644 Binary files a/Assets/Scenes/Baked Light/Lightmap-0_comp_shadowmask.png and b/Assets/Scenes/Baked Light/Lightmap-0_comp_shadowmask.png differ diff --git a/Assets/Scenes/Baked Light/Lightmap-0_comp_shadowmask.png.meta b/Assets/Scenes/Baked Light/Lightmap-0_comp_shadowmask.png.meta index d01f0b42639c1b9ef58fe377ad2161b9880a650e..4799ab8b15df41b1a9c59ae8cfa1e0c6c8f3827a 100644 --- a/Assets/Scenes/Baked Light/Lightmap-0_comp_shadowmask.png.meta +++ b/Assets/Scenes/Baked Light/Lightmap-0_comp_shadowmask.png.meta @@ -3,7 +3,7 @@ guid: 31afb30c757ea4b828c2f7de72c2dc7e TextureImporter: internalIDToNameTable: [] externalObjects: {} - serializedVersion: 10 + serializedVersion: 11 mipmaps: mipMapMode: 0 enableMipMap: 1 @@ -23,6 +23,7 @@ TextureImporter: isReadable: 0 streamingMipmaps: 1 streamingMipmapsPriority: 0 + vTOnly: 0 grayScaleToAlpha: 0 generateCubemap: 6 cubemapConvolution: 0 @@ -48,15 +49,19 @@ TextureImporter: spritePixelsToUnits: 100 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 - alphaUsage: 1 + alphaUsage: 0 alphaIsTransparency: 0 spriteTessellationDetail: -1 - textureType: 0 + textureType: 11 textureShape: 1 singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 maxTextureSizeSet: 0 compressionQualitySet: 0 textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform diff --git a/Assets/Scenes/Baked Light/ReflectionProbe-0.exr b/Assets/Scenes/Baked Light/ReflectionProbe-0.exr index 961a8f5b9e4905249f92414bcea637171b65da0d..b960381dea2399008c0dd41f5dbd2762e0567505 100644 Binary files a/Assets/Scenes/Baked Light/ReflectionProbe-0.exr and b/Assets/Scenes/Baked Light/ReflectionProbe-0.exr differ diff --git a/Assets/Scenes/Baked Light/ReflectionProbe-0.exr.meta b/Assets/Scenes/Baked Light/ReflectionProbe-0.exr.meta index 29be39d1bbc9106d4f2e53e51f68a48034874ccd..0a47d807372f349df69b539c54874e1e4b492c00 100644 --- a/Assets/Scenes/Baked Light/ReflectionProbe-0.exr.meta +++ b/Assets/Scenes/Baked Light/ReflectionProbe-0.exr.meta @@ -3,7 +3,7 @@ guid: 5c403d4740467403b8e46a1e11e971ad TextureImporter: internalIDToNameTable: [] externalObjects: {} - 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