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New Version 1.6
New 125 balls & powerups. Improved graphics.
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9413 changed files with 193360 additions and 264803 deletions
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#pragma strict
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@script ExecuteInEditMode
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@script RequireComponent (Camera)
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@script AddComponentMenu ("Image Effects/Global Fog")
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class GlobalFog extends PostEffectsBase {
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enum FogMode {
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AbsoluteYAndDistance = 0,
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AbsoluteY = 1,
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Distance = 2,
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RelativeYAndDistance = 3,
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}
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public var fogMode : FogMode = FogMode.AbsoluteYAndDistance;
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private var CAMERA_NEAR : float = 0.5f;
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private var CAMERA_FAR : float = 50.0f;
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private var CAMERA_FOV : float = 60.0f;
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private var CAMERA_ASPECT_RATIO : float = 1.333333f;
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public var startDistance : float = 200.0f;
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public var globalDensity : float = 1.0f;
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public var heightScale : float = 100.0f;
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public var height : float = 0.0f;
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public var globalFogColor : Color = Color.grey;
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public var fogShader : Shader;
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private var fogMaterial : Material = null;
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function CheckResources () : boolean {
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CheckSupport (true);
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fogMaterial = CheckShaderAndCreateMaterial (fogShader, fogMaterial);
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if(!isSupported)
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ReportAutoDisable ();
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return isSupported;
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}
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function OnRenderImage (source : RenderTexture, destination : RenderTexture) {
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if(CheckResources()==false) {
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Graphics.Blit (source, destination);
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return;
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}
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CAMERA_NEAR = camera.nearClipPlane;
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CAMERA_FAR = camera.farClipPlane;
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CAMERA_FOV = camera.fieldOfView;
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CAMERA_ASPECT_RATIO = camera.aspect;
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var frustumCorners : Matrix4x4 = Matrix4x4.identity;
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var vec : Vector4;
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var corner : Vector3;
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var fovWHalf : float = CAMERA_FOV * 0.5f;
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var toRight : Vector3 = camera.transform.right * CAMERA_NEAR * Mathf.Tan (fovWHalf * Mathf.Deg2Rad) * CAMERA_ASPECT_RATIO;
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var toTop : Vector3 = camera.transform.up * CAMERA_NEAR * Mathf.Tan (fovWHalf * Mathf.Deg2Rad);
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var topLeft : Vector3 = (camera.transform.forward * CAMERA_NEAR - toRight + toTop);
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var CAMERA_SCALE : float = topLeft.magnitude * CAMERA_FAR/CAMERA_NEAR;
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topLeft.Normalize();
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topLeft *= CAMERA_SCALE;
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var topRight : Vector3 = (camera.transform.forward * CAMERA_NEAR + toRight + toTop);
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topRight.Normalize();
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topRight *= CAMERA_SCALE;
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var bottomRight : Vector3 = (camera.transform.forward * CAMERA_NEAR + toRight - toTop);
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bottomRight.Normalize();
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bottomRight *= CAMERA_SCALE;
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var bottomLeft : Vector3 = (camera.transform.forward * CAMERA_NEAR - toRight - toTop);
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bottomLeft.Normalize();
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bottomLeft *= CAMERA_SCALE;
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frustumCorners.SetRow (0, topLeft);
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frustumCorners.SetRow (1, topRight);
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frustumCorners.SetRow (2, bottomRight);
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frustumCorners.SetRow (3, bottomLeft);
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fogMaterial.SetMatrix ("_FrustumCornersWS", frustumCorners);
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fogMaterial.SetVector ("_CameraWS", camera.transform.position);
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fogMaterial.SetVector ("_StartDistance", Vector4 (1.0f / startDistance, (CAMERA_SCALE-startDistance)));
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fogMaterial.SetVector ("_Y", Vector4 (height, 1.0f / heightScale));
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fogMaterial.SetFloat ("_GlobalDensity", globalDensity * 0.01f);
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fogMaterial.SetColor ("_FogColor", globalFogColor);
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CustomGraphicsBlit (source, destination, fogMaterial, fogMode);
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}
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static function CustomGraphicsBlit (source : RenderTexture, dest : RenderTexture, fxMaterial : Material, passNr : int) {
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RenderTexture.active = dest;
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fxMaterial.SetTexture ("_MainTex", source);
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GL.PushMatrix ();
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GL.LoadOrtho ();
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fxMaterial.SetPass (passNr);
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GL.Begin (GL.QUADS);
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GL.MultiTexCoord2 (0, 0.0f, 0.0f);
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GL.Vertex3 (0.0f, 0.0f, 3.0f); // BL
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GL.MultiTexCoord2 (0, 1.0f, 0.0f);
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GL.Vertex3 (1.0f, 0.0f, 2.0f); // BR
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GL.MultiTexCoord2 (0, 1.0f, 1.0f);
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GL.Vertex3 (1.0f, 1.0f, 1.0f); // TR
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GL.MultiTexCoord2 (0, 0.0f, 1.0f);
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GL.Vertex3 (0.0f, 1.0f, 0.0); // TL
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GL.End ();
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GL.PopMatrix ();
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}
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}
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