ui,sound file

This commit is contained in:
2026-07-06 01:23:39 +09:00
parent 83bc9e3200
commit 5dc1a4a7b6
307 changed files with 272003 additions and 398 deletions
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this is a configured material for artistic lighting LutLight
https://github.com/NullTale/LutLight2D
it uses a lospec500 palette that's customised to create unusual materials
https://lospec.com/palette-list/lospec500
in order to use thouse color ramps you need to use unity urp with 2D lighting mo detailed instructions by the links
configured urp asset can be found in materials folder
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#ifndef LUT_LIGHT_INCLUDED
#define LUT_LIGHT_INCLUDED
SamplerState _point_clamp_sampler;
real3 GetLinearToSRGB(real3 c)
{
#if _USE_FAST_SRGB_LINEAR_CONVERSION
return FastLinearToSRGB(c);
#else
return LinearToSRGB(c);
#endif
}
real3 GetSRGBToLinear(real3 c)
{
#if _USE_FAST_SRGB_LINEAR_CONVERSION
return FastSRGBToLinear(c);
#else
return SRGBToLinear(c);
#endif
}
#if defined(_LUT_SIZE_X16)
#define LUT_SIZE 16.
#define LUT_SIZE_MINUS (16. - 1.)
#endif
#if defined(_LUT_SIZE_X32)
#define LUT_SIZE 32.
#define LUT_SIZE_MINUS (32. - 1.)
#endif
#if defined(_LUT_SIZE_X64)
#define LUT_SIZE 64.
#define LUT_SIZE_MINUS (64. - 1.)
#endif
void lut_pix_float(in float3 col, in float lum, out float4 result)
{
// sample the texture
#if !defined(UNITY_COLORSPACE_GAMMA)
float3 uvw = GetLinearToSRGB(col);
#else
float3 uvw = col;
#endif
float2 uv;
// get replacement color from the lut tables set
uv.y = (uvw.y * (LUT_SIZE_MINUS / LUT_SIZE) + .5 * (1. / LUT_SIZE)) * (1. / _Grades) + floor(lum * _Grades) / _Grades;
uv.x = uvw.x * (LUT_SIZE_MINUS / (LUT_SIZE * LUT_SIZE)) + .5 * (1. / (LUT_SIZE * LUT_SIZE)) + floor(uvw.z * LUT_SIZE) / LUT_SIZE;
float4 lutColor = _Lut.Sample(_point_clamp_sampler, uv);
#if !defined(UNITY_COLORSPACE_GAMMA)
lutColor = float4(GetSRGBToLinear(lutColor.xyz), lutColor.w);
#endif
result = lutColor;
}
void lut_pix_smooth_float(in float3 col, in float lum, out float4 result)
{
// sample the texture
#if !defined(UNITY_COLORSPACE_GAMMA)
float3 uvw = GetLinearToSRGB(col);
#else
float3 uvw = col;
#endif
float2 uv;
// blended lut interpolation from the lut tables set
uv.y = (uvw.y * (LUT_SIZE_MINUS / LUT_SIZE) + .5 * (1. / LUT_SIZE)) * (1. / _Grades) + floor(lum * _Grades) / _Grades;
uv.x = uvw.x * (LUT_SIZE_MINUS / (LUT_SIZE * LUT_SIZE)) + .5 * (1. / (LUT_SIZE * LUT_SIZE)) + floor(uvw.z * LUT_SIZE) / LUT_SIZE;
float4 lutSource = _Lut.Sample(_point_clamp_sampler, uv);
uv.y = (uvw.y * (LUT_SIZE_MINUS / LUT_SIZE) + .5 * (1. / LUT_SIZE)) * (1. / _Grades) + clamp((floor(lum * _Grades) - 1), 0, _Grades - 1) / _Grades;
uv.x = uvw.x * (LUT_SIZE_MINUS / (LUT_SIZE * LUT_SIZE)) + .5 * (1. / (LUT_SIZE * LUT_SIZE)) + floor(uvw.z * LUT_SIZE) / LUT_SIZE;
float4 lutDest = _Lut.Sample(_point_clamp_sampler, uv);
float4 lutColor = lerp(lutSource, lutDest, 1. - frac(lum * _Grades));
#if !defined(UNITY_COLORSPACE_GAMMA)
lutColor = float4(GetSRGBToLinear(lutColor.xyz), lutColor.w);
#endif
result = lutColor;
}
void uv_screen_float(in float3 world, out float2 result)
{
// uv screen from world, to make lighting with an offset from the z position
float3 screen = mul(UNITY_MATRIX_VP, float4(world, 1)).xyw;
screen.y *= _ProjectionParams.x;
result = screen.xy / screen.z * 0.5 + 0.5;
}
void uv_snap_float(in float3 world, in float texel, out float2 result)
{
// uv screen from world, but pixelated
float3 screen = mul(UNITY_MATRIX_VP, float4(world - world % texel, 1)).xyw;
screen.y *= _ProjectionParams.x;
result = screen.xy / screen.z * 0.5 + 0.5;
}
void lum_float(in float3 col, out float val)
{
val = Luminance(col);
}
void max_float(in float3 col, out float val)
{
val = max(max(col.x, col.y), col.z);
}
void avg_float(in float3 col, out float val)
{
val = (col.x + col.y + col.z) / 3.;
}
#endif // LUT_LIGHT_INCLUDED
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Copyright (c) 2024 NullTale
author's asset with artistic lighting system
• sprites - https://nulltale.itch.io/dungeon-story
• lighting - https://github.com/NullTale/LutLight2D
• links
ml: nulltale@gmail.com
sm: https://x.com/nulltale
ds: https://discord.gg/CkdQvtA5un
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