diff --git a/ProjectNLD/Assets/1218演示用文件夹过后会删除/FlatKit/Shaders/Editor.meta b/ProjectNLD/Assets/1218演示用文件夹过后会删除/FlatKit/Shaders/Editor.meta deleted file mode 100644 index 6e6c24eb166..00000000000 --- a/ProjectNLD/Assets/1218演示用文件夹过后会删除/FlatKit/Shaders/Editor.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: ff97b1e260454ab0b34b884df8e27cf1 -timeCreated: 1551041666 \ No newline at end of file diff --git a/ProjectNLD/Assets/1218演示用文件夹过后会删除/FlatKit/Shaders/Editor/StylizedSurfaceEditor.cs.meta b/ProjectNLD/Assets/1218演示用文件夹过后会删除/FlatKit/Shaders/Editor/StylizedSurfaceEditor.cs.meta deleted file mode 100644 index 722fd51986f..00000000000 --- a/ProjectNLD/Assets/1218演示用文件夹过后会删除/FlatKit/Shaders/Editor/StylizedSurfaceEditor.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 0bde8f608f6b473fb5938a0a218648cf -timeCreated: 1551041742 \ No newline at end of file diff --git a/ProjectNLD/Assets/1218演示用文件夹过后会删除/FlatKit/Shaders/Editor/TerrainEditor.cs.meta b/ProjectNLD/Assets/1218演示用文件夹过后会删除/FlatKit/Shaders/Editor/TerrainEditor.cs.meta deleted file mode 100644 index 8aaa032d2a4..00000000000 --- a/ProjectNLD/Assets/1218演示用文件夹过后会删除/FlatKit/Shaders/Editor/TerrainEditor.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 17bd6c3b6c7c433c897e5a36eba47b46 -timeCreated: 1645650454 \ No newline at end of file diff --git a/ProjectNLD/Assets/1218演示用文件夹过后会删除/FlatKit/Shaders/Editor/Tooltips.cs b/ProjectNLD/Assets/1218演示用文件夹过后会删除/FlatKit/Shaders/Editor/Tooltips.cs deleted file mode 100644 index b288ac76f4b..00000000000 --- a/ProjectNLD/Assets/1218演示用文件夹过后会删除/FlatKit/Shaders/Editor/Tooltips.cs +++ /dev/null @@ -1,152 +0,0 @@ -using System.Collections.Generic; - -namespace FlatKit.StylizedSurface { -public static class Tooltips { - public static readonly Dictionary Map = new Dictionary { - { "Color", "Primary color of the material. This color is usually the most visible." }, { - "Cel Shading Mode", "Lets you choose how the coloring/shading is applied.\n" + - "- 'None' uses only flat Color parameter above, no primary cel is added;\n" + - "- 'Single' adds a primary cel layer;\n" + - "- 'Steps' works with a special texture for adding as many cels as there are in the texture;\n" + - "- 'Curve' works with a special texture, but unlike 'Steps', it uses a smooth interpolated one." - }, - { "Color Shaded", "Color of the cel layer. Usually it is the dark part of cel shaded objects." }, - { "Self Shading Size", "How much of the object is covered with the cel layer." }, { - "Edge Size", - "How smooth the transition between cel layers is. Values to the left mean 'sharper', values to the right are 'smoother'." - }, { - "Localized Shading", - "Can also be called the \"flatness\" value. Defines how spread out the shading is across " + - "the object. The value of 0 distributes the color transition gradually across the whole " + - "object. The value of 1 makes shading fully flat." - }, - { "Enable Extra Cel Layer", "If one cel is not enough, here's another one." }, { - "Enable Specular", - "Toggle specular highlight on/off. Specular is a highlight that appears on shiny surfaces, " + - "like metal or glass. It is kind of a glare effect." - }, - { "Specular Color", "Color of specular highlight. Usually it is white or very bright." }, { - "Specular Size", - "How big the specular highlight is. Values to the left mean 'smaller', values to the right are 'bigger'." - }, { - "Specular Edge Smoothness", - "How smooth or sharp the specular highlight is. Values to the left mean 'sharper', values to the right are 'smoother'." - }, { - "Enable Rim", - "Enables a rim highlight on the edges of the object. It can be used as a pseudo-outline layer or even as an additional color layer." - }, - { "Rim Color", "Color of the rim highlight. Usually it is bright." }, { - "Light Align", - "Position of the rim highlight that depends on light direction. Use this to move the rim part on the mesh." - }, - { "Rim Size", "How big the rim highlight is." }, { - "Rim Edge Smoothness", - "How smooth or sharp the rim part is. Values to the left mean 'sharper', values to the right are 'smoother'." - }, - - // Height gradient. - { - "Enable Height Gradient", - "Height gradient enables a color overlay that gradually changes across the vertical axis." - }, - { "Gradient Color", "Sets the color of the gradient overlay part." }, { - "[DR_GRADIENT_ON]Space", "Whether the gradient should be in World or Local space.\n" + - "- World space means that the `Center` parameter is relative to the world origin.\n" + - "- Local space means that the `Center` parameter is relative to the object's pivot point." - }, - { "Center X", "X coordinate of the middle gradient point." }, - { "Center Y", "Y coordinate of the middle gradient point." }, - { "Size", "How stretched the gradient is." }, - { "Gradient Angle", "Rotates the gradient on the mesh." }, - - // Outline. - { "Enable Outline", "Enables an outline layer on the material." }, - { "[DR_OUTLINE_ON]Width", "Thickness of the outline." }, - { "[DR_OUTLINE_ON]Color", "Color of the outline." }, { - "[DR_OUTLINE_ON]Scale", "Controls a way of stretching the model uniformly. This is used rarely, " + - "typically on symmetrical objects when the model can't have smooth normals." - }, { - "[DR_OUTLINE_ON]Smooth Normals", "Processes the mesh and creates a copy of it with smoothed normals " + - "baked into a UV channel.\nPlease see our online documentation " + - "(https://flatkit.dustyroom.com) for more details." - }, { - "[DR_OUTLINE_ON]Depth Offset", "Pushes the outline further from the camera. Use this if you are seeing " + - "outlines intersecting the object." - }, { - "[DR_OUTLINE_ON]Space", "Whether the outline should be in Clip (aka Screen) or Local space. Different " + - "objects require different space, so try both." - }, { - "Camera Distance Impact", "How much the distance between the object and the camera influences the " + - "outline width. This is useful for making outlines thinner on distant objects." - }, { - "Enable Vertex Colors", "Uses mesh vertex color in object's appearance.\n" + - "Vertex colors are colors that are stored in the mesh itself. They can be painted in 3D " + - "modeling software like Blender or Maya. Vertex colors are usually used for additional " + - "color layers." - }, { - "Light Color Contribution", - "How much the color of the light (directional, point or spot) influences the color " + - "of the object." - }, { - "Point / Spot Light Edge", - "Sharpness of the transition between lit and unlit parts of the surface when using " + - "point or spot lights." - }, { - "Override Light Direction", - "Enables overriding of light direction. Use it when you want to re-align the shaded part for the current material only." - }, - { "Pitch", "Moves the shaded part across world-space X coordinate" }, - { "Yaw", "Moves the shaded part across world-space Y coordinate" }, - - // Shadows. - { - "Mode", "Use this menu to let the current material receive shadows.\n" + - "- 'Multiply' parameter multiplies black shadow over existing colors of shading;\n" + - "- 'Color' parameter applies freely colored shadow over existing colors of shading." - }, - { "Power", "How opaque the received shadows are." }, - { "[_UNITYSHADOWMODE_COLOR]Color", "Color of the received shadows." }, { - "Sharpness", - "How smooth or sharp the received shadows are. Values to the left mean 'sharper', values to the right are 'smoother'." - }, { - "Shadow Occlusion", - "Mask received Unity shadows in areas where normals face away from the light. Useful to " + - "remove shadows that 'go through' objects." - }, - - // Texture maps. - { "Albedo", "" }, { - "Mix Into Shading", - "Uses the main texture when calculating lighting and shading colors. When disabled, the Environment Lighting of the scene has a greater impact on the material." - }, - { "Texture Impact", "How opaque or transparent the texture is." }, { - "Blending Mode", "Select which blending mode to use for the texture:\n" + - "-'Add' adds the texture to the existing colors of shading;\n" + - "-'Multiply' multiplies the texture over the existing colors of shading;\n" + - "-'Interpolate' (only Detail Map) blends the texture with the existing colors of shading." - }, { - "Detail Map", - "A texture that is used to add small details to the surface. There is no principal difference " + - "between this texture and the main one, except that it is usually smaller and has more details." - }, - { "Detail Color", "The color to be applied to the detail map." }, - { "Detail Impact", "How visible the detail map is." }, - - { "Normal Map", "Also known as 'Bump Map'. This texture contains normals applied to the surface." }, { - "Emission Map", "A texture representing the parts of the object that emit light. It is usually used for " + - "glowing signs, screens, lights, etc." - }, { - "Emission Color", - "The color of the emitted light. Note that this is an HDR value. When combined with Bloom " + - "post-processing, it can be used to create a glowing effect." - }, - { "Base Alpha Cutoff", "Allows controlling which pixels to render based on the texture alpha values." }, { - "Surface Type", - "Whether the object is opaque or transparent. This defines the render queue of the material." - }, - { "Render Faces", "Whether to render the Front, Back or both faces of the mesh." }, - { "Alpha Clipping", "Allows controlling which pixels to render based on the texture alpha values." }, - { "Enable GPU Instancing", "GPU Instancing allows rendering many copies of the same mesh at once." }, - }; -} -} \ No newline at end of file diff --git a/ProjectNLD/Assets/1218演示用文件夹过后会删除/FlatKit/Shaders/Editor/Tooltips.cs.meta b/ProjectNLD/Assets/1218演示用文件夹过后会删除/FlatKit/Shaders/Editor/Tooltips.cs.meta deleted file mode 100644 index ab82c3934be..00000000000 --- a/ProjectNLD/Assets/1218演示用文件夹过后会删除/FlatKit/Shaders/Editor/Tooltips.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 00e8e0985db344a089f2cb512edbcd4a -timeCreated: 1604769966 \ No newline at end of file diff --git a/ProjectNLD/Assets/1218演示用文件夹过后会删除/后处理/Global Volume Profile 1.asset b/ProjectNLD/Assets/1218演示用文件夹过后会删除/后处理/Global Volume Profile 1.asset index 94e0e714383..e1c9c6e5a26 100644 --- a/ProjectNLD/Assets/1218演示用文件夹过后会删除/后处理/Global Volume Profile 1.asset +++ b/ProjectNLD/Assets/1218演示用文件夹过后会删除/后处理/Global Volume Profile 1.asset @@ -47,52 +47,6 @@ MonoBehaviour: dirtIntensity: m_OverrideState: 0 m_Value: 0 ---- !u!114 &-146123574618229222 -MonoBehaviour: - 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