Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Submit feedback
Contribute to GitLab
Sign in / Register
Toggle navigation
S
SSBookMinigames
Project
Project
Details
Activity
Releases
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
Administrator
SSBookMinigames
Commits
6bcf8bfc
Commit
6bcf8bfc
authored
Apr 12, 2026
by
Mahmoud Aglan
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
super sexy dynamic patching code
parent
254d1a68
Changes
18
Show whitespace changes
Inline
Side-by-side
Showing
18 changed files
with
305 additions
and
84 deletions
+305
-84
Setup_Scene_Built-in.unitypackage.meta
... Machine Pack Demo/Setup_Scene_Built-in.unitypackage.meta
+0
-7
Setup_Scene_URP.unitypackage.meta
...ctory Machine Pack Demo/Setup_Scene_URP.unitypackage.meta
+0
-7
ItemIcons_(x2).unitypackage.meta
...nent/Icon_ItemIcons_(x2)/ItemIcons_(x2).unitypackage.meta
+0
-7
PictoIcons_(x2).unitypackage.meta
...nt/Icon_PictoIcons_(x2)/PictoIcons_(x2).unitypackage.meta
+0
-7
Cartoon FX FREE (old legacy effects).unitypackage.meta
...ts/Cartoon FX FREE (old legacy effects).unitypackage.meta
+0
-7
URP_ExtractMe.unitypackage.meta
...t/Assets/PolygonSciFiCity/URP_ExtractMe.unitypackage.meta
+0
-7
MCQ.unity
My project/Assets/Scenes/MCQ/MCQ.unity
+7
-7
TF.unity
My project/Assets/Scenes/TF/TF.unity
+5
-5
McqGameManager.cs
...roject/Assets/ScienceStreet/MCQ/Scripts/McqGameManager.cs
+1
-0
McqPrefabBuilder.cs
...ject/Assets/ScienceStreet/MCQ/Scripts/McqPrefabBuilder.cs
+15
-0
SSGraphicsOptimizer.cs
...ssets/ScienceStreet/Shared/Scripts/SSGraphicsOptimizer.cs
+154
-0
SSGraphicsOptimizer.cs.meta
.../ScienceStreet/Shared/Scripts/SSGraphicsOptimizer.cs.meta
+2
-0
TfPrefabBuilder.cs
...roject/Assets/ScienceStreet/TF/Scripts/TfPrefabBuilder.cs
+14
-0
PC_RPAsset.asset
My project/Assets/Settings/PC_RPAsset.asset
+20
-20
My project.slnx
My project/My project.slnx
+77
-0
packages-lock.json
My project/Packages/packages-lock.json
+4
-4
ProjectVersion.txt
My project/ProjectSettings/ProjectVersion.txt
+2
-2
QualitySettings.asset
My project/ProjectSettings/QualitySettings.asset
+4
-4
No files found.
My project/Assets/EKstudio/LowPoly Factory Machine Pack Demo/Setup_Scene_Built-in.unitypackage.meta
deleted
100644 → 0
View file @
254d1a68
fileFormatVersion: 2
guid: 745e9c17df962b24a80a69d5da8e5d38
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
My project/Assets/EKstudio/LowPoly Factory Machine Pack Demo/Setup_Scene_URP.unitypackage.meta
deleted
100644 → 0
View file @
254d1a68
fileFormatVersion: 2
guid: d308d9efe86ef6242a75802e1f37de49
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
My project/Assets/GUI PRO Kit - Simple Casual/Sprite/Component/Icon_ItemIcons_(x2)/ItemIcons_(x2).unitypackage.meta
deleted
100644 → 0
View file @
254d1a68
fileFormatVersion: 2
guid: e5036f96e3c15ea49b96f7ee989dd3c1
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
My project/Assets/GUI PRO Kit - Simple Casual/Sprite/Component/Icon_PictoIcons_(x2)/PictoIcons_(x2).unitypackage.meta
deleted
100644 → 0
View file @
254d1a68
fileFormatVersion: 2
guid: 9e9f7f46a1ba34c338eb95b193ae1327
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
My project/Assets/JMO Assets/Cartoon FX FREE (old legacy effects).unitypackage.meta
deleted
100644 → 0
View file @
254d1a68
fileFormatVersion: 2
guid: b18b93d4b5d00384ba417df18aeac5a3
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
My project/Assets/PolygonSciFiCity/URP_ExtractMe.unitypackage.meta
deleted
100644 → 0
View file @
254d1a68
fileFormatVersion: 2
guid: 92a80e6f6cd90464b8f87b98fc72999a
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
My project/Assets/Scenes/MCQ/MCQ.unity
View file @
6bcf8bfc
...
@@ -14,7 +14,7 @@ OcclusionCullingSettings:
...
@@ -14,7 +14,7 @@ OcclusionCullingSettings:
RenderSettings
:
RenderSettings
:
m_ObjectHideFlags
:
0
m_ObjectHideFlags
:
0
serializedVersion
:
10
serializedVersion
:
10
m_Fog
:
1
m_Fog
:
0
m_FogColor
:
{
r
:
0.4
,
g
:
0.4
,
b
:
0.4
,
a
:
1
}
m_FogColor
:
{
r
:
0.4
,
g
:
0.4
,
b
:
0.4
,
a
:
1
}
m_FogMode
:
3
m_FogMode
:
3
m_FogDensity
:
0.01
m_FogDensity
:
0.01
...
@@ -225,7 +225,7 @@ Camera:
...
@@ -225,7 +225,7 @@ Camera:
width
:
1
width
:
1
height
:
1
height
:
1
near clip plane
:
0.3
near clip plane
:
0.3
far clip plane
:
100
far clip plane
:
75
field of view
:
80
field of view
:
80
orthographic
:
0
orthographic
:
0
orthographic size
:
5
orthographic size
:
5
...
@@ -237,8 +237,8 @@ Camera:
...
@@ -237,8 +237,8 @@ Camera:
m_TargetTexture
:
{
fileID
:
0
}
m_TargetTexture
:
{
fileID
:
0
}
m_TargetDisplay
:
0
m_TargetDisplay
:
0
m_TargetEye
:
3
m_TargetEye
:
3
m_HDR
:
1
m_HDR
:
0
m_AllowMSAA
:
1
m_AllowMSAA
:
0
m_AllowDynamicResolution
:
0
m_AllowDynamicResolution
:
0
m_ForceIntoRT
:
0
m_ForceIntoRT
:
0
m_OcclusionCulling
:
1
m_OcclusionCulling
:
1
...
@@ -272,7 +272,7 @@ MonoBehaviour:
...
@@ -272,7 +272,7 @@ MonoBehaviour:
m_Script
:
{
fileID
:
11500000
,
guid
:
a79441f348de89743a2939f4d699eac1
,
type
:
3
}
m_Script
:
{
fileID
:
11500000
,
guid
:
a79441f348de89743a2939f4d699eac1
,
type
:
3
}
m_Name
:
m_Name
:
m_EditorClassIdentifier
:
Unity.RenderPipelines.Universal.Runtime::UnityEngine.Rendering.Universal.UniversalAdditionalCameraData
m_EditorClassIdentifier
:
Unity.RenderPipelines.Universal.Runtime::UnityEngine.Rendering.Universal.UniversalAdditionalCameraData
m_RenderShadows
:
1
m_RenderShadows
:
0
m_RequiresDepthTextureOption
:
2
m_RequiresDepthTextureOption
:
2
m_RequiresOpaqueTextureOption
:
2
m_RequiresOpaqueTextureOption
:
2
m_CameraType
:
0
m_CameraType
:
0
...
@@ -285,7 +285,7 @@ MonoBehaviour:
...
@@ -285,7 +285,7 @@ MonoBehaviour:
m_VolumeFrameworkUpdateModeOption
:
2
m_VolumeFrameworkUpdateModeOption
:
2
m_RenderPostProcessing
:
0
m_RenderPostProcessing
:
0
m_Antialiasing
:
0
m_Antialiasing
:
0
m_AntialiasingQuality
:
2
m_AntialiasingQuality
:
0
m_StopNaN
:
0
m_StopNaN
:
0
m_Dithering
:
0
m_Dithering
:
0
m_ClearDepth
:
1
m_ClearDepth
:
1
...
@@ -532,7 +532,7 @@ Light:
...
@@ -532,7 +532,7 @@ Light:
m_InnerSpotAngle
:
21.80208
m_InnerSpotAngle
:
21.80208
m_CookieSize2D
:
{
x
:
0.5
,
y
:
0.5
}
m_CookieSize2D
:
{
x
:
0.5
,
y
:
0.5
}
m_Shadows
:
m_Shadows
:
m_Type
:
1
m_Type
:
0
m_Resolution
:
-1
m_Resolution
:
-1
m_CustomResolution
:
-1
m_CustomResolution
:
-1
m_Strength
:
0.496
m_Strength
:
0.496
...
...
My project/Assets/Scenes/TF/TF.unity
View file @
6bcf8bfc
...
@@ -353,7 +353,7 @@ Camera:
...
@@ -353,7 +353,7 @@ Camera:
width
:
1
width
:
1
height
:
1
height
:
1
near clip plane
:
0.3
near clip plane
:
0.3
far clip plane
:
100
far clip plane
:
75
field of view
:
60
field of view
:
60
orthographic
:
0
orthographic
:
0
orthographic size
:
5
orthographic size
:
5
...
@@ -365,8 +365,8 @@ Camera:
...
@@ -365,8 +365,8 @@ Camera:
m_TargetTexture
:
{
fileID
:
0
}
m_TargetTexture
:
{
fileID
:
0
}
m_TargetDisplay
:
0
m_TargetDisplay
:
0
m_TargetEye
:
3
m_TargetEye
:
3
m_HDR
:
1
m_HDR
:
0
m_AllowMSAA
:
1
m_AllowMSAA
:
0
m_AllowDynamicResolution
:
0
m_AllowDynamicResolution
:
0
m_ForceIntoRT
:
0
m_ForceIntoRT
:
0
m_OcclusionCulling
:
1
m_OcclusionCulling
:
1
...
@@ -399,7 +399,7 @@ MonoBehaviour:
...
@@ -399,7 +399,7 @@ MonoBehaviour:
m_Script
:
{
fileID
:
11500000
,
guid
:
a79441f348de89743a2939f4d699eac1
,
type
:
3
}
m_Script
:
{
fileID
:
11500000
,
guid
:
a79441f348de89743a2939f4d699eac1
,
type
:
3
}
m_Name
:
m_Name
:
m_EditorClassIdentifier
:
Unity.RenderPipelines.Universal.Runtime::UnityEngine.Rendering.Universal.UniversalAdditionalCameraData
m_EditorClassIdentifier
:
Unity.RenderPipelines.Universal.Runtime::UnityEngine.Rendering.Universal.UniversalAdditionalCameraData
m_RenderShadows
:
1
m_RenderShadows
:
0
m_RequiresDepthTextureOption
:
2
m_RequiresDepthTextureOption
:
2
m_RequiresOpaqueTextureOption
:
2
m_RequiresOpaqueTextureOption
:
2
m_CameraType
:
0
m_CameraType
:
0
...
@@ -412,7 +412,7 @@ MonoBehaviour:
...
@@ -412,7 +412,7 @@ MonoBehaviour:
m_VolumeFrameworkUpdateModeOption
:
2
m_VolumeFrameworkUpdateModeOption
:
2
m_RenderPostProcessing
:
0
m_RenderPostProcessing
:
0
m_Antialiasing
:
0
m_Antialiasing
:
0
m_AntialiasingQuality
:
2
m_AntialiasingQuality
:
0
m_StopNaN
:
0
m_StopNaN
:
0
m_Dithering
:
0
m_Dithering
:
0
m_ClearDepth
:
1
m_ClearDepth
:
1
...
...
My project/Assets/ScienceStreet/MCQ/Scripts/McqGameManager.cs
View file @
6bcf8bfc
...
@@ -532,6 +532,7 @@ namespace com.al_arcade.mcq
...
@@ -532,6 +532,7 @@ namespace com.al_arcade.mcq
gate
.
transform
.
position
=
position
;
gate
.
transform
.
position
=
position
;
gate
.
gameObject
.
SetActive
(
true
);
gate
.
gameObject
.
SetActive
(
true
);
gate
.
Setup
(
index
,
answerText
,
isCorrect
);
gate
.
Setup
(
index
,
answerText
,
isCorrect
);
SSGraphicsOptimizer
.
OptimizeGameObject
(
gate
.
gameObject
);
return
gate
;
return
gate
;
}
}
...
...
My project/Assets/ScienceStreet/MCQ/Scripts/McqPrefabBuilder.cs
View file @
6bcf8bfc
...
@@ -282,6 +282,9 @@ namespace com.al_arcade.mcq
...
@@ -282,6 +282,9 @@ namespace com.al_arcade.mcq
SetupLighting
();
SetupLighting
();
yield
return
null
;
yield
return
null
;
// ── Graphics optimization (kill shadows, enable GPU instancing) ──
SSGraphicsOptimizer
.
OptimizeScene
();
Debug
.
Log
(
"═══ MCQ Ready — A/D or ←/→ to steer ═══"
);
Debug
.
Log
(
"═══ MCQ Ready — A/D or ←/→ to steer ═══"
);
yield
return
new
WaitForSeconds
(
0.3f
);
yield
return
new
WaitForSeconds
(
0.3f
);
...
@@ -316,6 +319,18 @@ namespace com.al_arcade.mcq
...
@@ -316,6 +319,18 @@ namespace com.al_arcade.mcq
var
cam
=
Camera
.
main
;
var
cam
=
Camera
.
main
;
if
(
cam
==
null
)
return
;
if
(
cam
==
null
)
return
;
cam
.
farClipPlane
=
75f
;
cam
.
allowHDR
=
false
;
cam
.
allowMSAA
=
false
;
var
urpCamData
=
cam
.
GetComponent
<
UnityEngine
.
Rendering
.
Universal
.
UniversalAdditionalCameraData
>();
if
(
urpCamData
!=
null
)
{
urpCamData
.
renderShadows
=
false
;
urpCamData
.
renderPostProcessing
=
false
;
urpCamData
.
antialiasing
=
UnityEngine
.
Rendering
.
Universal
.
AntialiasingMode
.
None
;
}
var
follower
=
cam
.
GetComponent
<
McqCameraFollow
>();
var
follower
=
cam
.
GetComponent
<
McqCameraFollow
>();
if
(
follower
==
null
)
if
(
follower
==
null
)
follower
=
cam
.
gameObject
.
AddComponent
<
McqCameraFollow
>();
follower
=
cam
.
gameObject
.
AddComponent
<
McqCameraFollow
>();
...
...
My project/Assets/ScienceStreet/Shared/Scripts/SSGraphicsOptimizer.cs
0 → 100644
View file @
6bcf8bfc
using
UnityEngine
;
using
UnityEngine.Rendering
;
using
UnityEngine.Rendering.Universal
;
namespace
com.al_arcade.shared
{
/// <summary>
/// Runtime graphics optimizer for mobile performance.
/// Call SSGraphicsOptimizer.OptimizeScene() after scene setup to:
/// - Kill shadow casting on all renderers (eliminates shadow caster passes)
/// - Enable GPU Instancing on all materials (reduces draw calls)
/// - Disable shadows on all lights
/// - Set target resolution for mobile
/// </summary>
public
static
class
SSGraphicsOptimizer
{
public
static
void
OptimizeScene
()
{
DisableAllShadowCasters
();
EnableGPUInstancingOnAllMaterials
();
DisableAllLightShadows
();
OptimizeResolution
();
OptimizeQualitySettings
();
}
/// <summary>
/// Disables shadow casting on every MeshRenderer and SkinnedMeshRenderer in the scene.
/// This eliminates the 595+ shadow caster render passes.
/// </summary>
public
static
void
DisableAllShadowCasters
()
{
int
count
=
0
;
var
renderers
=
Object
.
FindObjectsByType
<
Renderer
>(
FindObjectsSortMode
.
None
);
foreach
(
var
r
in
renderers
)
{
if
(
r
.
shadowCastingMode
!=
ShadowCastingMode
.
Off
)
{
r
.
shadowCastingMode
=
ShadowCastingMode
.
Off
;
r
.
receiveShadows
=
false
;
count
++;
}
}
Debug
.
Log
(
$"[SSGraphicsOptimizer] Disabled shadow casting on
{
count
}
renderers"
);
}
/// <summary>
/// Enables GPU Instancing on all materials in the scene.
/// This allows Unity to batch objects sharing the same mesh+material.
/// </summary>
public
static
void
EnableGPUInstancingOnAllMaterials
()
{
int
count
=
0
;
var
renderers
=
Object
.
FindObjectsByType
<
Renderer
>(
FindObjectsSortMode
.
None
);
foreach
(
var
r
in
renderers
)
{
var
materials
=
r
.
sharedMaterials
;
foreach
(
var
mat
in
materials
)
{
if
(
mat
!=
null
&&
!
mat
.
enableInstancing
)
{
mat
.
enableInstancing
=
true
;
count
++;
}
}
}
Debug
.
Log
(
$"[SSGraphicsOptimizer] Enabled GPU Instancing on
{
count
}
materials"
);
}
/// <summary>
/// Disables shadows on all lights in the scene.
/// </summary>
public
static
void
DisableAllLightShadows
()
{
int
count
=
0
;
var
lights
=
Object
.
FindObjectsByType
<
Light
>(
FindObjectsSortMode
.
None
);
foreach
(
var
light
in
lights
)
{
if
(
light
.
shadows
!=
LightShadows
.
None
)
{
light
.
shadows
=
LightShadows
.
None
;
count
++;
}
}
Debug
.
Log
(
$"[SSGraphicsOptimizer] Disabled shadows on
{
count
}
lights"
);
}
/// <summary>
/// Sets mobile-friendly resolution.
/// Caps at 720p equivalent for portrait mode.
/// </summary>
public
static
void
OptimizeResolution
()
{
#if !UNITY_EDITOR
int
maxShortSide
=
720
;
int
w
=
Screen
.
width
;
int
h
=
Screen
.
height
;
int
shortSide
=
Mathf
.
Min
(
w
,
h
);
if
(
shortSide
>
maxShortSide
)
{
float
scale
=
(
float
)
maxShortSide
/
shortSide
;
int
newW
=
Mathf
.
RoundToInt
(
w
*
scale
);
int
newH
=
Mathf
.
RoundToInt
(
h
*
scale
);
Screen
.
SetResolution
(
newW
,
newH
,
true
);
Debug
.
Log
(
$"[SSGraphicsOptimizer] Resolution capped:
{
w
}
x
{
h
}
->
{
newW
}
x
{
newH
}
"
);
}
#endif
}
/// <summary>
/// Applies runtime quality overrides for mobile.
/// </summary>
public
static
void
OptimizeQualitySettings
()
{
QualitySettings
.
shadows
=
ShadowQuality
.
Disable
;
QualitySettings
.
shadowDistance
=
0
;
QualitySettings
.
antiAliasing
=
0
;
QualitySettings
.
softParticles
=
false
;
QualitySettings
.
realtimeReflectionProbes
=
false
;
QualitySettings
.
skinWeights
=
SkinWeights
.
TwoBones
;
Debug
.
Log
(
"[SSGraphicsOptimizer] Quality settings optimized for mobile"
);
}
/// <summary>
/// Call after instantiating new objects to disable their shadow casting.
/// Use this for dynamically spawned prefabs (gates, particles, etc.)
/// </summary>
public
static
void
OptimizeGameObject
(
GameObject
go
)
{
if
(
go
==
null
)
return
;
var
renderers
=
go
.
GetComponentsInChildren
<
Renderer
>(
true
);
foreach
(
var
r
in
renderers
)
{
r
.
shadowCastingMode
=
ShadowCastingMode
.
Off
;
r
.
receiveShadows
=
false
;
var
materials
=
r
.
sharedMaterials
;
foreach
(
var
mat
in
materials
)
{
if
(
mat
!=
null
&&
!
mat
.
enableInstancing
)
mat
.
enableInstancing
=
true
;
}
}
}
}
}
My project/Assets/ScienceStreet/Shared/Scripts/SSGraphicsOptimizer.cs.meta
0 → 100644
View file @
6bcf8bfc
fileFormatVersion: 2
guid: 74d98c8d692a044309c8d43d43e97fb5
\ No newline at end of file
My project/Assets/ScienceStreet/TF/Scripts/TfPrefabBuilder.cs
View file @
6bcf8bfc
...
@@ -247,6 +247,9 @@ namespace com.al_arcade.tf
...
@@ -247,6 +247,9 @@ namespace com.al_arcade.tf
_uiManager
.
onRestartClicked
.
AddListener
(
OnRestartClicked
);
_uiManager
.
onRestartClicked
.
AddListener
(
OnRestartClicked
);
yield
return
null
;
yield
return
null
;
// ── Graphics optimization (kill shadows, enable GPU instancing) ──
SSGraphicsOptimizer
.
OptimizeScene
();
Debug
.
Log
(
"═══ TF Ready! A/← = True D/→ = False ═══"
);
Debug
.
Log
(
"═══ TF Ready! A/← = True D/→ = False ═══"
);
yield
return
new
WaitForSeconds
(
0.5f
);
yield
return
new
WaitForSeconds
(
0.5f
);
...
@@ -269,6 +272,17 @@ namespace com.al_arcade.tf
...
@@ -269,6 +272,17 @@ namespace com.al_arcade.tf
cam
.
transform
.
rotation
=
Quaternion
.
Euler
(
0
,
90
,
0
);
cam
.
transform
.
rotation
=
Quaternion
.
Euler
(
0
,
90
,
0
);
cam
.
fieldOfView
=
cameraFOV
;
cam
.
fieldOfView
=
cameraFOV
;
cam
.
nearClipPlane
=
0.1f
;
cam
.
nearClipPlane
=
0.1f
;
cam
.
farClipPlane
=
75f
;
cam
.
allowHDR
=
false
;
cam
.
allowMSAA
=
false
;
var
urpCamData
=
cam
.
GetComponent
<
UnityEngine
.
Rendering
.
Universal
.
UniversalAdditionalCameraData
>();
if
(
urpCamData
!=
null
)
{
urpCamData
.
renderShadows
=
false
;
urpCamData
.
renderPostProcessing
=
false
;
urpCamData
.
antialiasing
=
UnityEngine
.
Rendering
.
Universal
.
AntialiasingMode
.
None
;
}
}
}
private
void
SetupLighting
()
private
void
SetupLighting
()
...
...
My project/Assets/Settings/PC_RPAsset.asset
View file @
6bcf8bfc
...
@@ -30,7 +30,7 @@ MonoBehaviour:
...
@@ -30,7 +30,7 @@ MonoBehaviour:
m_UpscalingFilter
:
0
m_UpscalingFilter
:
0
m_FsrOverrideSharpness
:
0
m_FsrOverrideSharpness
:
0
m_FsrSharpness
:
0.92
m_FsrSharpness
:
0.92
m_EnableLODCrossFade
:
1
m_EnableLODCrossFade
:
0
m_LODCrossFadeDitheringType
:
1
m_LODCrossFadeDitheringType
:
1
m_ShEvalMode
:
0
m_ShEvalMode
:
0
m_LightProbeSystem
:
0
m_LightProbeSystem
:
0
...
@@ -42,38 +42,38 @@ MonoBehaviour:
...
@@ -42,38 +42,38 @@ MonoBehaviour:
m_SupportProbeVolumeScenarioBlending
:
0
m_SupportProbeVolumeScenarioBlending
:
0
m_ProbeVolumeSHBands
:
1
m_ProbeVolumeSHBands
:
1
m_MainLightRenderingMode
:
1
m_MainLightRenderingMode
:
1
m_MainLightShadowsSupported
:
1
m_MainLightShadowsSupported
:
0
m_MainLightShadowmapResolution
:
2048
m_MainLightShadowmapResolution
:
512
m_AdditionalLightsRenderingMode
:
1
m_AdditionalLightsRenderingMode
:
0
m_AdditionalLightsPerObjectLimit
:
4
m_AdditionalLightsPerObjectLimit
:
0
m_AdditionalLightShadowsSupported
:
1
m_AdditionalLightShadowsSupported
:
0
m_AdditionalLightsShadowmapResolution
:
2048
m_AdditionalLightsShadowmapResolution
:
512
m_AdditionalLightsShadowResolutionTierLow
:
256
m_AdditionalLightsShadowResolutionTierLow
:
256
m_AdditionalLightsShadowResolutionTierMedium
:
512
m_AdditionalLightsShadowResolutionTierMedium
:
512
m_AdditionalLightsShadowResolutionTierHigh
:
1024
m_AdditionalLightsShadowResolutionTierHigh
:
1024
m_ReflectionProbeBlending
:
1
m_ReflectionProbeBlending
:
0
m_ReflectionProbeBoxProjection
:
1
m_ReflectionProbeBoxProjection
:
0
m_ReflectionProbeAtlas
:
1
m_ReflectionProbeAtlas
:
1
m_ShadowDistance
:
5
0
m_ShadowDistance
:
2
0
m_ShadowCascadeCount
:
4
m_ShadowCascadeCount
:
1
m_Cascade2Split
:
0.25
m_Cascade2Split
:
0.25
m_Cascade3Split
:
{
x
:
0.1
,
y
:
0.3
}
m_Cascade3Split
:
{
x
:
0.1
,
y
:
0.3
}
m_Cascade4Split
:
{
x
:
0.12299999
,
y
:
0.2926
,
z
:
0.53599995
}
m_Cascade4Split
:
{
x
:
0.12299999
,
y
:
0.2926
,
z
:
0.53599995
}
m_CascadeBorder
:
0.107758604
m_CascadeBorder
:
0.107758604
m_ShadowDepthBias
:
0.1
m_ShadowDepthBias
:
0.1
m_ShadowNormalBias
:
0.5
m_ShadowNormalBias
:
0.5
m_AnyShadowsSupported
:
1
m_AnyShadowsSupported
:
0
m_SoftShadowsSupported
:
0
m_SoftShadowsSupported
:
0
m_ConservativeEnclosingSphere
:
1
m_ConservativeEnclosingSphere
:
1
m_NumIterationsEnclosingSphere
:
64
m_NumIterationsEnclosingSphere
:
64
m_SoftShadowQuality
:
3
m_SoftShadowQuality
:
3
m_AdditionalLightsCookieResolution
:
2
048
m_AdditionalLightsCookieResolution
:
2
56
m_AdditionalLightsCookieFormat
:
3
m_AdditionalLightsCookieFormat
:
1
m_UseSRPBatcher
:
1
m_UseSRPBatcher
:
1
m_SupportsDynamicBatching
:
0
m_SupportsDynamicBatching
:
1
m_MixedLightingSupported
:
1
m_MixedLightingSupported
:
0
m_SupportsLightCookies
:
1
m_SupportsLightCookies
:
0
m_SupportsLightLayers
:
1
m_SupportsLightLayers
:
0
m_DebugLevel
:
0
m_DebugLevel
:
0
m_StoreActionsOptimization
:
0
m_StoreActionsOptimization
:
0
m_UseAdaptivePerformance
:
1
m_UseAdaptivePerformance
:
1
...
@@ -81,8 +81,8 @@ MonoBehaviour:
...
@@ -81,8 +81,8 @@ MonoBehaviour:
m_ColorGradingLutSize
:
32
m_ColorGradingLutSize
:
32
m_AllowPostProcessAlphaOutput
:
0
m_AllowPostProcessAlphaOutput
:
0
m_UseFastSRGBLinearConversion
:
0
m_UseFastSRGBLinearConversion
:
0
m_SupportDataDrivenLensFlare
:
1
m_SupportDataDrivenLensFlare
:
0
m_SupportScreenSpaceLensFlare
:
1
m_SupportScreenSpaceLensFlare
:
0
m_GPUResidentDrawerMode
:
0
m_GPUResidentDrawerMode
:
0
m_SmallMeshScreenPercentage
:
0
m_SmallMeshScreenPercentage
:
0
m_GPUResidentDrawerEnableOcclusionCullingInCameras
:
0
m_GPUResidentDrawerEnableOcclusionCullingInCameras
:
0
...
...
My project/My project.slnx
View file @
6bcf8bfc
<Solution>
<Solution>
<Project Path="Unity.Timeline.csproj" />
<Project Path="Unity.VisualEffectGraph.Editor.csproj" />
<Project Path="Unity.RenderPipelines.GPUDriven.Runtime.csproj" />
<Project Path="Unity.PlasticSCM.Editor.csproj" />
<Project Path="Assembly-CSharp.csproj" />
<Project Path="Assembly-CSharp.csproj" />
<Project Path="Unity.ShaderGraph.Editor.csproj" />
<Project Path="Unity.RenderPipelines.Core.Runtime.csproj" />
<Project Path="Unity.Mathematics.csproj" />
<Project Path="Unity.Timeline.Editor.csproj" />
<Project Path="Unity.Cinemachine.Editor.csproj" />
<Project Path="Unity.Multiplayer.Center.Editor.csproj" />
<Project Path="Unity.RenderPipelines.Core.Editor.csproj" />
<Project Path="UnityEngine.UI.csproj" />
<Project Path="Unity.RenderPipelines.Universal.2D.Runtime.csproj" />
<Project Path="Unity.Collections.csproj" />
<Project Path="Unity.VisualScripting.Core.Editor.csproj" />
<Project Path="Unity.RenderPipelines.Universal.Editor.csproj" />
<Project Path="Unity.PerformanceTesting.Editor.csproj" />
<Project Path="Unity.Splines.csproj" />
<Project Path="UnityEngine.TestRunner.csproj" />
<Project Path="Unity.Burst.csproj" />
<Project Path="Unity.VisualScripting.Flow.Editor.csproj" />
<Project Path="Unity.Recorder.Editor.csproj" />
<Project Path="Unity.VisualStudio.Editor.csproj" />
<Project Path="Unity.InputSystem.csproj" />
<Project Path="PPv2URPConverters.csproj" />
<Project Path="LightSide.UniText.csproj" />
<Project Path="LightSide.UniText.csproj" />
<Project Path="LeanCommon.csproj" />
<Project Path="LeanCommon.csproj" />
<Project Path="UniTask.csproj" />
<Project Path="UniTask.csproj" />
<Project Path="Unity.Searcher.Editor.csproj" />
<Project Path="UnityEditor.TestRunner.csproj" />
<Project Path="Unity.VisualScripting.Core.csproj" />
<Project Path="Unity.RenderPipelines.Universal.Runtime.csproj" />
<Project Path="Unity.RenderPipelines.Universal.Runtime.csproj" />
<Project Path="Unity.UnifiedRayTracing.Runtime.csproj" />
<Project Path="Unity.AI.Navigation.Editor.ConversionSystem.csproj" />
<Project Path="Unity.VisualScripting.State.Editor.csproj" />
<Project Path="Unity.VisualEffectGraph.Runtime.csproj" />
<Project Path="Unity.Burst.CodeGen.csproj" />
<Project Path="Unity.Cinemachine.csproj" />
<Project Path="Unity.Postprocessing.Editor.csproj" />
<Project Path="FlatKit.Utils.Editor.csproj" />
<Project Path="FlatKit.Utils.Editor.csproj" />
<Project Path="Unity.VisualScripting.Flow.csproj" />
<Project Path="Unity.Splines.Editor.csproj" />
<Project Path="Unity.PerformanceTesting.csproj" />
<Project Path="Unity.TextMeshPro.csproj" />
<Project Path="UniTask.Linq.csproj" />
<Project Path="UniTask.Linq.csproj" />
<Project Path="Unity.TextMeshPro.Editor.csproj" />
<Project Path="ExternAttributes.Editor.csproj" />
<Project Path="ExternAttributes.Editor.csproj" />
<Project Path="Unity.Burst.Editor.csproj" />
<Project Path="Nobi.UiRoundedCorners.Editor.csproj" />
<Project Path="Nobi.UiRoundedCorners.Editor.csproj" />
<Project Path="Unity.Rider.Editor.csproj" />
<Project Path="Unity.VisualScripting.State.csproj" />
<Project Path="Unity.AI.Navigation.Updater.csproj" />
<Project Path="UnityEditor.UI.csproj" />
<Project Path="Unity.RenderPipelines.Universal.2D.Editor.Overrides.csproj" />
<Project Path="Unity.Postprocessing.Runtime.csproj" />
<Project Path="CFXRRuntime.csproj" />
<Project Path="CFXRRuntime.csproj" />
<Project Path="LightSide.UniText.Editor.csproj" />
<Project Path="LightSide.UniText.Editor.csproj" />
<Project Path="Unity.2D.Sprite.Editor.csproj" />
<Project Path="NuGetForUnity.csproj" />
<Project Path="NuGetForUnity.csproj" />
<Project Path="Unity.AI.Navigation.Editor.csproj" />
<Project Path="CFXRDemo.csproj" />
<Project Path="CFXRDemo.csproj" />
<Project Path="Unity.Recorder.csproj" />
<Project Path="CFXREditor.csproj" />
<Project Path="CFXREditor.csproj" />
<Project Path="CW.Common.csproj" />
<Project Path="CW.Common.csproj" />
<Project Path="Unity.Multiplayer.Center.Common.csproj" />
<Project Path="Assembly-CSharp-firstpass.csproj" />
<Project Path="Assembly-CSharp-firstpass.csproj" />
<Project Path="Unity.InputSystem.ForUI.csproj" />
<Project Path="Unity.AI.Navigation.csproj" />
<Project Path="Unity.Collections.CodeGen.csproj" />
<Project Path="Assembly-CSharp-Editor.csproj" />
<Project Path="Assembly-CSharp-Editor.csproj" />
<Project Path="Unity.Mathematics.Editor.csproj" />
<Project Path="Unity.VisualScripting.SettingsProvider.Editor.csproj" />
<Project Path="UnityEditor.UI.Analytics.csproj" />
<Project Path="UniTask.TextMeshPro.csproj" />
<Project Path="UniTask.TextMeshPro.csproj" />
<Project Path="Unity.Settings.Editor.csproj" />
<Project Path="Unity.InputSystem.TestFramework.csproj" />
<Project Path="Unity.ShaderGraph.Utilities.csproj" />
<Project Path="Unity.VisualScripting.Shared.Editor.csproj" />
<Project Path="Unity.Recorder.Base.csproj" />
<Project Path="KinoBloom.Runtime.csproj" />
<Project Path="KinoBloom.Runtime.csproj" />
<Project Path="Nobi.UiRoundedCorners.csproj" />
<Project Path="Nobi.UiRoundedCorners.csproj" />
<Project Path="Unity.CollabProxy.Editor.csproj" />
<Project Path="CFXR.WelcomeScreen.csproj" />
<Project Path="CFXR.WelcomeScreen.csproj" />
<Project Path="Unity.RenderPipeline.Universal.ShaderLibrary.csproj" />
<Project Path="UniTask.Editor.csproj" />
<Project Path="UniTask.Editor.csproj" />
<Project Path="ToonyColorsPro.Demo.Editor.csproj" />
<Project Path="ToonyColorsPro.Demo.Editor.csproj" />
<Project Path="LeanPool.csproj" />
<Project Path="LeanPool.csproj" />
<Project Path="Unity.Bindings.OpenImageIO.Editor.csproj" />
<Project Path="Unity.InputSystem.DocCodeSamples.csproj" />
<Project Path="Unity.RenderPipelines.Universal.Shaders.csproj" />
<Project Path="Unity.RenderPipelines.Core.Runtime.Shared.csproj" />
<Project Path="Unity.InternalAPIEngineBridge.004.csproj" />
<Project Path="Unity.RenderPipelines.Core.Editor.Shared.csproj" />
<Project Path="Unity.VisualScripting.DocCodeExamples.csproj" />
<Project Path="Unity.PlasticSCM.Editor.Entities.csproj" />
<Project Path="UniTask.Addressables.csproj" />
<Project Path="UniTask.Addressables.csproj" />
<Project Path="Unity.Rendering.LightTransport.Editor.csproj" />
<Project Path="Unity.Collections.Editor.csproj" />
<Project Path="UniTask.DOTween.csproj" />
<Project Path="UniTask.DOTween.csproj" />
<Project Path="Unity.RenderPipelines.Universal.Config.Runtime.csproj" />
<Project Path="Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary.csproj" />
<Project Path="Unity.RenderPipelines.Core.ShaderLibrary.csproj" />
</Solution>
</Solution>
My project/Packages/packages-lock.json
View file @
6bcf8bfc
...
@@ -66,14 +66,14 @@
...
@@ -66,14 +66,14 @@
"url"
:
"https://packages.unity.com"
"url"
:
"https://packages.unity.com"
},
},
"com.unity.collections"
:
{
"com.unity.collections"
:
{
"version"
:
"2.6.
5
"
,
"version"
:
"2.6.
2
"
,
"depth"
:
1
,
"depth"
:
1
,
"source"
:
"registry"
,
"source"
:
"registry"
,
"dependencies"
:
{
"dependencies"
:
{
"com.unity.burst"
:
"1.8.2
7
"
,
"com.unity.burst"
:
"1.8.2
3
"
,
"com.unity.mathematics"
:
"1.3.2"
,
"com.unity.mathematics"
:
"1.3.2"
,
"com.unity.test-framework"
:
"1.4.6"
,
"com.unity.test-framework"
:
"1.4.6"
,
"com.unity.nuget.mono-cecil"
:
"1.11.
6
"
,
"com.unity.nuget.mono-cecil"
:
"1.11.
5
"
,
"com.unity.test-framework.performance"
:
"3.0.3"
"com.unity.test-framework.performance"
:
"3.0.3"
},
},
"url"
:
"https://packages.unity.com"
"url"
:
"https://packages.unity.com"
...
@@ -224,7 +224,7 @@
...
@@ -224,7 +224,7 @@
}
}
},
},
"com.unity.splines"
:
{
"com.unity.splines"
:
{
"version"
:
"2.8.
4
"
,
"version"
:
"2.8.
2
"
,
"depth"
:
1
,
"depth"
:
1
,
"source"
:
"registry"
,
"source"
:
"registry"
,
"dependencies"
:
{
"dependencies"
:
{
...
...
My project/ProjectSettings/ProjectVersion.txt
View file @
6bcf8bfc
m_EditorVersion: 6000.3.
12
f1
m_EditorVersion: 6000.3.
9
f1
m_EditorVersionWithRevision: 6000.3.
12f1 (fca03ac9b0d5
)
m_EditorVersionWithRevision: 6000.3.
9f1 (7a9955a4f2fa
)
My project/ProjectSettings/QualitySettings.asset
View file @
6bcf8bfc
...
@@ -9,11 +9,11 @@ QualitySettings:
...
@@ -9,11 +9,11 @@ QualitySettings:
-
serializedVersion
:
5
-
serializedVersion
:
5
name
:
Web
name
:
Web
pixelLightCount
:
2
pixelLightCount
:
2
shadows
:
2
shadows
:
0
shadowResolution
:
1
shadowResolution
:
0
shadowProjection
:
1
shadowProjection
:
1
shadowCascades
:
2
shadowCascades
:
1
shadowDistance
:
4
0
shadowDistance
:
0
shadowNearPlaneOffset
:
3
shadowNearPlaneOffset
:
3
shadowCascade2Split
:
0.33333334
shadowCascade2Split
:
0.33333334
shadowCascade4Split
:
{
x
:
0.06666667
,
y
:
0.2
,
z
:
0.46666667
}
shadowCascade4Split
:
{
x
:
0.06666667
,
y
:
0.2
,
z
:
0.46666667
}
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment