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forceMaximumCompressionQuality_BC6H_BC7: 1 - serializedVersion: 3 buildTarget: Android - maxTextureSize: 8192 + maxTextureSize: 2048 resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 @@ -116,38 +110,35 @@ TextureImporter: crunchedCompression: 0 allowsAlphaSplitting: 0 overridden: 0 - ignorePlatformSupport: 0 - androidETC2FallbackOverride: 0 - forceMaximumCompressionQuality_BC6H_BC7: 0 - - serializedVersion: 3 - buildTarget: Windows Store Apps - maxTextureSize: 8192 - resizeAlgorithm: 0 - textureFormat: -1 - textureCompression: 1 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - ignorePlatformSupport: 0 - androidETC2FallbackOverride: 0 - forceMaximumCompressionQuality_BC6H_BC7: 0 - - serializedVersion: 3 - buildTarget: WebGL - maxTextureSize: 8192 - resizeAlgorithm: 0 - textureFormat: -1 - textureCompression: 1 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - ignorePlatformSupport: 0 androidETC2FallbackOverride: 0 forceMaximumCompressionQuality_BC6H_BC7: 0 - serializedVersion: 3 buildTarget: Server - maxTextureSize: 8192 + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Windows Store Apps + maxTextureSize: 2048 resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 @@ -155,7 +146,6 @@ TextureImporter: crunchedCompression: 0 allowsAlphaSplitting: 0 overridden: 0 - ignorePlatformSupport: 0 androidETC2FallbackOverride: 0 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spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Render/SpecialMaterials/RenTi/PiFu/sources/SSSLUT.png b/Assets/Render/SpecialMaterials/RenTi/PiFu/sources/SSSLUT.png new file mode 100644 index 00000000..1aad9680 Binary files /dev/null and b/Assets/Render/SpecialMaterials/RenTi/PiFu/sources/SSSLUT.png differ diff --git a/Assets/Render/SpecialMaterials/RenTi/PiFu/sources/SSSLUT.png.meta b/Assets/Render/SpecialMaterials/RenTi/PiFu/sources/SSSLUT.png.meta new file mode 100644 index 00000000..5ed28c75 --- /dev/null +++ b/Assets/Render/SpecialMaterials/RenTi/PiFu/sources/SSSLUT.png.meta @@ -0,0 +1,158 @@ +fileFormatVersion: 2 +guid: 49ff115e6de12f344bfc2eda7b889c31 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + 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: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMasterTextureLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + 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: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 1 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: iPhone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + - serializedVersion: 3 + buildTarget: Android + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + - serializedVersion: 3 + buildTarget: Server + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Windows Store Apps + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + 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: [] + nameFileIdTable: {} + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Render/SpecialMaterials/RenTi/PiFu/sources/ShinShader.shader b/Assets/Render/SpecialMaterials/RenTi/PiFu/sources/ShinShader.shader new file mode 100644 index 00000000..3a506594 --- /dev/null +++ b/Assets/Render/SpecialMaterials/RenTi/PiFu/sources/ShinShader.shader @@ -0,0 +1,221 @@ +Shader "Unlit/ShinShader" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + _SSSLut("SSSLut",2D)="white"{} + + _KelemenLUT("KelemenLUT",2D)="white"{} + _Roughness0("Roughness0",float)=0.1 + _Roughness1("Roughness1",float)=0.8 + + _Normal("Normal",2D)="bump"{} + _NormalScale("NormalScale",float)=1 + _DetailNormal("DetailNormal",2D)="bump"{} + _DetailNormalScale("DetailNormalScale",float)=1 + _NormalBlend("NormalBlend",range(0,1))=0.5 + + } + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 100 + + Pass + { + HLSLPROGRAM + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS //接受主光源阴影 + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE //投射主光源的阴影 + #pragma multi_compile _ _SHADOWS_SOFT //软阴影 + #pragma multi_compile _ _ADDITIONAL_LIGHTS //附加光源 + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + #pragma shader_feature _ALPHATEST_ON + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + //#include "UnityCG.cginc" + //#include "Lighting.cginc" + //#include "AutoLight.cginc" + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 normal:NORMAL; + float4 tangent:TANGENT; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + float3 worldNormal:TEXCOORD1; + float3 worldPos:TEXCOORD2; + float3 TtW0:TEXCOORD3; + float3 TtW1:TEXCOORD4; + float3 TtW2:TEXCOORD5; + float4 shadow:TEXCOORD6; + }; + + TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); + float4 _MainTex_ST; + float3 _SSSColor; + float _SSSY; + TEXTURE2D(_SSSLut);SAMPLER(sampler_SSSLut); + TEXTURE2D(_KelemenLUT);SAMPLER(sampler_KelemenLUT); + //sampler2D _KelemenLUT; + TEXTURE2D(_Normal);SAMPLER(sampler_Normal); + //sampler2D _Normal; + float _NormalScale; + float4 _Normal_TexSize; + TEXTURE2D(_DetailNormal);SAMPLER(sampler_DetailNormal); + //sampler2D _DetailNormal; + float _DetailNormalScale; + + sampler2D _Roughness; + + + float _Roughness0; + float _Roughness1; + + + //直接光的菲尼尔 + half3 F_schilick(float F0,float VdH) + { + return F0 + (1 - F0) * pow( 1 - saturate(VdH), 5); + } + //间接光的菲尼尔 + half F_inDir(float F0,float NdV ,float roughness) + { + return F0 + (max(1.0 - roughness, F0) - F0) * pow(1.0 - NdV, 5.0); + } + v2f vert (appdata v) + { + v2f o; + o.vertex = TransformObjectToHClip(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.worldPos=mul(UNITY_MATRIX_M,v.vertex); + o.worldNormal=mul(v.normal,(float3x3)unity_WorldToObject); + float3 worldTangent=TransformObjectToWorldDir(v.tangent.xyz); + float3 worldBinormal=cross(o.worldNormal,worldTangent)*v.tangent.w; + o.TtW0=float3(worldTangent.x,worldBinormal.x,o.worldNormal.x); + o.TtW1=float3(worldTangent.y,worldBinormal.y,o.worldNormal.y); + o.TtW2=float3(worldTangent.z,worldBinormal.z,o.worldNormal.z); + + o.shadow=TransformWorldToShadowCoord(o.worldPos); + return o; + } + + float4 frag (v2f i) : SV_Target + { + //曲率 + float curvature=saturate(length(fwidth(i.worldNormal))*0.001/length(fwidth(i.worldPos))+0.4); + //return float4(curvature.xxx,1); + float3 nTs=UnpackNormalScale(SAMPLE_TEXTURE2D(_Normal,sampler_Normal,i.uv),_NormalScale); + float3 nTsM=UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormal,sampler_DetailNormal,i.uv*4),_DetailNormalScale); + nTsM=normalize(float3(dot(i.TtW0.xyz,nTsM),dot(i.TtW1.xyz,nTsM),dot(i.TtW2.xyz,nTsM))); + nTs=normalize(float3(dot(i.TtW0.xyz,nTs),dot(i.TtW1.xyz,nTs),dot(i.TtW2.xyz,nTs))); + float3 nTsBlur=UnpackNormalScale(SAMPLE_TEXTURE2D_LOD(_Normal,sampler_Normal, i.uv,5),_NormalScale); + float3 nTsMBlur=UnpackNormalScale(SAMPLE_TEXTURE2D_LOD(_DetailNormal,sampler_DetailNormal, i.uv*4,5),_DetailNormalScale); + nTsMBlur=normalize(float3(dot(i.TtW0.xyz,nTsMBlur),dot(i.TtW1.xyz,nTsMBlur),dot(i.TtW2.xyz,nTsMBlur))); + nTsBlur=normalize(float3(dot(i.TtW0.xyz,nTsBlur),dot(i.TtW1.xyz,nTsBlur),dot(i.TtW2.xyz,nTsBlur))); + //得到正常法线和模糊后的发线 + nTs=normalize(lerp(nTs,nTsM,0.5)); + nTsBlur=normalize(lerp(nTsBlur,nTsMBlur,0.5)); + + half3 vDirWS = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); + half3 lDirWS = normalize(_MainLightPosition); + half3 hDirWS = normalize(lDirWS + vDirWS); + + + //dot + //half ndotl=dot(nDirWS,lDirWS); + half ndoth=max(dot(nTs,hDirWS),0.0001); + half ndotl=max(dot(nTs,lDirWS),0.0001); + //Texture sample + half4 var_Albedo=SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex,i.uv.xy); + //return float4(var_Albedo*0.03); + //直接光漫反射,对rgb三个方向的ndl进行模糊,分别采样rgb的SSS颜色 + half rndotl=dot(nTsBlur,lDirWS)*0.5+0.5;//红色穿透性最高,所以模糊度最高 + half gndotl=lerp(rndotl,dot(nTs,lDirWS)*0.5+0.5,0.3); + half bndotl=lerp(rndotl,dot(nTs,lDirWS)*0.5+0.5,0.7);//蓝色穿透性最弱,所以模糊度最低 + float2 RUV=float2(rndotl,curvature); + float2 GUV=float2(gndotl,curvature); + float2 BUV=float2(bndotl,curvature); + //sss就是通过采样Lut得到的漫反射颜色 + float3 sss; + sss.r=SAMPLE_TEXTURE2D(_SSSLut,sampler_SSSLut,RUV).r; + sss.g=SAMPLE_TEXTURE2D(_SSSLut,sampler_SSSLut,GUV).g; + sss.b=SAMPLE_TEXTURE2D(_SSSLut,sampler_SSSLut,BUV).b; + + float ndl=dot(nTs,hDirWS)*0.5+0.5; + //漫反射要乘上ndl,sss散射采样预计算贴图不需要乘ndl,直接光结果要乘上灯光颜色 + half3 dirDiffCol=sss*_MainLightColor*var_Albedo.rgb*ndl;//+var_Albedo.rgb*0.5*max(ndotl,0.3); + + //float3 diff=sss*DisneyDiffuse(ndotv,ndl,ldotv,sqrt(0.1))*ndl*var_Albedo.rgb*_MainLightColor*PI; + + //直接光高光,一层表达比较粗糙的高光,一层表达比较集中的高亮高光。 + half lobe0=SAMPLE_TEXTURE2D(_KelemenLUT,sampler_KelemenLUT,float2(ndoth,_Roughness0*0.01)).r; + half lobe1=SAMPLE_TEXTURE2D(_KelemenLUT,sampler_KelemenLUT,float2(ndoth,_Roughness1*0.01)).r; + half PH0=pow(1*lobe0,5); + half PH1=pow(1*lobe1,5); + //f是为了遵循能量守恒,高光大的地方漫反射少 + float f=lerp(PH0,PH1,0.45)*PI; + half3 lobe0Col=(max(PH0,0)); + half3 lobe1Col=(max(PH1,0)); + + float mainLight=MainLightRealtimeShadow(i.shadow); + //乘以ndotl防止背面出现高光,直接光高光乘上ndh,sss散射采样预计算贴图不需要乘,直接光结果要乘上光照颜色 + half3 specCol=lerp(lobe0Col,lobe1Col,0.45)*pow(ndotl,0.5)*PI; + half3 dirCol=(dirDiffCol*(1-f)+specCol)*mainLight; + + //return float4((f).xxx,1); + float3 addColor=float3(0,0,0); + int addCount=GetAdditionalLightsCount(); + //点光源漫反射和高光 + for (int k=0;k - - - - - - - - - - - - - - + + + - + + 组织钳_教学物品展示 + + SM_QvanChangJing/SM_JianZiLei/zuzhiqian + 组织钳 + + + + 工具/骨刀.png + + + Scene All 假死仔猪急救虚拟实训 + - + + + + + @@ -63,7 +83,8 @@ + + ②出生仔猪无呼吸,轻轻拍打无反应,皮温触摸与常温接近,无心跳或脐带无跳动则为死胎。" audio="Zhu/Z002.mp3" btns="确定"/> @@ -75,10 +96,10 @@ + ②母猪体格过肥,影响母猪产程,导致胎儿出生后发生假死情况。 + ③母猪怀孕35天后,饲喂量大于2.4kg/天至114天分娩,导致仔猪个体过大,无法顺利分娩。 + ④先天性原因,母体产道畸形或初产母猪产道狭窄,导致仔猪难产。 + ⑤新出生后仔猪被胎衣包裹时间较长,未被及时发现而发生窒息。" audio="Zhu/Z003.mp3" btns="确定"/> @@ -91,22 +112,22 @@ - - - + + + - - - - - + + + + + - - - - - - + + + + + + diff --git a/ProjectSettings/BurstAotSettings_StandaloneWindows.json b/ProjectSettings/BurstAotSettings_StandaloneWindows.json new file mode 100644 index 00000000..58cf25f2 --- /dev/null +++ b/ProjectSettings/BurstAotSettings_StandaloneWindows.json @@ -0,0 +1,18 @@ +{ + "MonoBehaviour": { + "Version": 4, + "EnableBurstCompilation": true, + "EnableOptimisations": true, + "EnableSafetyChecks": false, + "EnableDebugInAllBuilds": false, + "DebugDataKind": 1, + "EnableArmv9SecurityFeatures": false, + "CpuMinTargetX32": 0, + "CpuMaxTargetX32": 0, + "CpuMinTargetX64": 0, + "CpuMaxTargetX64": 0, + "CpuTargetsX32": 6, + "CpuTargetsX64": 72, + "OptimizeFor": 0 + } +}