提交毛玻璃测试
This commit is contained in:
@@ -70,6 +70,7 @@ MonoBehaviour:
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- sc.terrain.painter.runtime
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- StompyRobot.SRDebugger
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- StompyRobot.SRF
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- Unified.Universal.Blur
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- Unity.InputSystem.RebindingUI
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- VInspector
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- WaveHarmonic.Crest
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BIN
Assets/ResRaw/Fgui/Common/Common_atlas_dheveg 1.png
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BIN
Assets/ResRaw/Fgui/Common/Common_atlas_dheveg 1.png
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After Width: | Height: | Size: 2.7 MiB |
117
Assets/ResRaw/Fgui/Common/Common_atlas_dheveg 1.png.meta
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117
Assets/ResRaw/Fgui/Common/Common_atlas_dheveg 1.png.meta
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3
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3
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77
Assets/ResRaw/Shader/DualKawaseBlur.shader
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77
Assets/ResRaw/Shader/DualKawaseBlur.shader
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@@ -0,0 +1,77 @@
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Shader "Hidden/URP/DualKawaseBlur"
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{
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SubShader
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{
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Tags { "RenderPipeline"="UniversalPipeline" }
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ZWrite Off ZTest Always Cull Off
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HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// RenderGraph AddBlitPass 默认绑定的属性:
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TEXTURE2D_X(_BlitTexture);
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SAMPLER(sampler_LinearClamp);
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float4 _BlitTexture_TexelSize;
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float4 _BlitScaleBias; // xy scale, zw bias
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float _Offset;
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struct Attributes { float4 positionOS:POSITION; float2 uv:TEXCOORD0; };
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struct Varyings { float4 positionHCS:SV_POSITION; float2 uv:TEXCOORD0; };
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Varyings vert(Attributes v)
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{
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Varyings o;
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o.uv = v.uv;
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return o;
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}
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float2 BlitUV(float2 uv) { return uv * _BlitScaleBias.xy + _BlitScaleBias.zw; }
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half4 DownsampleFrag(Varyings i) : SV_Target
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{
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c += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-d.x, d.y)) * 0.125;
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c += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-d.x, -d.y)) * 0.125;
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return c;
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}
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half4 UpsampleFrag(Varyings i) : SV_Target
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{
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half4 c = 0;
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return c * 0.25;
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}
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ENDHLSL
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Pass
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{
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Name "Downsample"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment DownsampleFrag
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ENDHLSLPROGRAM
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}
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Pass
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{
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Name "Upsample"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment UpsampleFrag
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ENDHLSLPROGRAM
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}
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}
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}
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3
Assets/ResRaw/Shader/DualKawaseBlur.shader.meta
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3
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3
Assets/Scripts/Common/Blur.meta
Normal file
3
Assets/Scripts/Common/Blur.meta
Normal file
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25
Assets/Scripts/Common/Blur/TestBlur.cs
Normal file
25
Assets/Scripts/Common/Blur/TestBlur.cs
Normal file
@@ -0,0 +1,25 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace NBF.Blur
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||||
{
|
||||
public class TestBlur : MonoBehaviour
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{
|
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public RawImage raw;
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public void Test()
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{
|
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Shader.SetGlobalInt("_UIBlurRefresh", 1);
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// var blur = URPRendererFeatureUtil.GetRendererFeature<UIBlurDualKawaseFeature>();
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// blur?.RefreshOnce();
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}
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void LateUpdate()
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{
|
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if (!raw) return;
|
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raw.texture = Shader.GetGlobalTexture("_UIBlurTexture");
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}
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}
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}
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3
Assets/Scripts/Common/Blur/TestBlur.cs.meta
Normal file
3
Assets/Scripts/Common/Blur/TestBlur.cs.meta
Normal file
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fileFormatVersion: 2
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guid: d6c5972785cf41e997b1bd6164a04e00
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179
Assets/Scripts/Common/Blur/UIBlurDualKawaseFeature.cs
Normal file
179
Assets/Scripts/Common/Blur/UIBlurDualKawaseFeature.cs
Normal file
@@ -0,0 +1,179 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
using UnityEngine.Rendering.RenderGraphModule;
|
||||
using UnityEngine.Rendering.RenderGraphModule.Util;
|
||||
|
||||
public class UIBlurDualKawaseFeature : ScriptableRendererFeature
|
||||
{
|
||||
[System.Serializable]
|
||||
public class Settings
|
||||
{
|
||||
public RenderPassEvent passEvent = RenderPassEvent.AfterRenderingTransparents;
|
||||
|
||||
[Range(0.25f, 1f)] public float downscale = 0.5f; // 0.5(中高端) / 0.25(低端更稳)
|
||||
[Range(1, 6)] public int blurPasses = 4; // 3~4 移动端常用
|
||||
[Range(0.5f, 4f)] public float offset = 1.0f; // 糊的“扩散感”
|
||||
|
||||
public bool updateEveryFrame = false; // 推荐 false,只在需要时刷新
|
||||
public string refreshFlagName = "_UIBlurRefresh"; // UI 触发用
|
||||
public string globalTextureName = "_UIBlurTexture";
|
||||
|
||||
public Shader blurShader; // Hidden/URP/DualKawaseBlur
|
||||
}
|
||||
|
||||
public Settings settings = new Settings();
|
||||
|
||||
class Pass : ScriptableRenderPass
|
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{
|
||||
readonly Settings s;
|
||||
readonly Material mat;
|
||||
|
||||
// 持久 RT:让 UI 能跨帧拿到(需要 ImportTexture):contentReference[oaicite:2]{index=2}
|
||||
RTHandle persistentOutput;
|
||||
|
||||
static readonly int SourceTexId = Shader.PropertyToID("_SourceTex");
|
||||
static readonly int OffsetId = Shader.PropertyToID("_Offset");
|
||||
|
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public Pass(Settings settings, Material material)
|
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{
|
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s = settings;
|
||||
mat = material;
|
||||
}
|
||||
|
||||
public RTHandle OutputRT => persistentOutput;
|
||||
|
||||
public void EnsureOutput(ref RenderTextureDescriptor desc, int w, int h)
|
||||
{
|
||||
desc.width = w;
|
||||
desc.height = h;
|
||||
desc.depthBufferBits = 0;
|
||||
desc.msaaSamples = 1;
|
||||
desc.useMipMap = false;
|
||||
desc.autoGenerateMips = false;
|
||||
|
||||
RenderingUtils.ReAllocateIfNeeded(
|
||||
ref persistentOutput,
|
||||
desc,
|
||||
FilterMode.Bilinear,
|
||||
TextureWrapMode.Clamp,
|
||||
name: s.globalTextureName
|
||||
);
|
||||
}
|
||||
|
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
|
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{
|
||||
// 资源/相机数据(官方示例也是这么取 activeColorTexture):contentReference[oaicite:3]{index=3}
|
||||
var resourceData = frameData.Get<UniversalResourceData>();
|
||||
var cameraData = frameData.Get<UniversalCameraData>();
|
||||
|
||||
// 避免从 backbuffer blit(官方示例也这么做):contentReference[oaicite:4]{index=4}
|
||||
if (resourceData.isActiveTargetBackBuffer)
|
||||
return;
|
||||
|
||||
// 刷新策略:不每帧更新时,只有收到 UI 请求才做一轮
|
||||
if (!s.updateEveryFrame)
|
||||
{
|
||||
if (Shader.GetGlobalInt(s.refreshFlagName) == 0)
|
||||
return;
|
||||
|
||||
Shader.SetGlobalInt(s.refreshFlagName, 0);
|
||||
}
|
||||
|
||||
// 基础描述符(跟相机一致)
|
||||
var desc = cameraData.cameraTargetDescriptor;
|
||||
desc.depthBufferBits = 0;
|
||||
desc.msaaSamples = 1;
|
||||
|
||||
int baseW = Mathf.Max(16, Mathf.RoundToInt(desc.width * s.downscale));
|
||||
int baseH = Mathf.Max(16, Mathf.RoundToInt(desc.height * s.downscale));
|
||||
|
||||
EnsureOutput(ref desc, baseW, baseH);
|
||||
|
||||
// 把持久 RTHandle 导入 RenderGraph(跨帧可用):contentReference[oaicite:5]{index=5}
|
||||
TextureHandle outTex = renderGraph.ImportTexture(persistentOutput);
|
||||
|
||||
// 生成金字塔:0层(base), 1层(/2), 2层(/4)...
|
||||
int n = Mathf.Clamp(s.blurPasses, 1, 8);
|
||||
TextureHandle[] pyr = new TextureHandle[n];
|
||||
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
int w = Mathf.Max(8, baseW >> i);
|
||||
int h = Mathf.Max(8, baseH >> i);
|
||||
|
||||
var d = desc;
|
||||
d.width = w;
|
||||
d.height = h;
|
||||
pyr[i] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, d, $"_UIBlurPyr{i}", false);
|
||||
}
|
||||
|
||||
mat.SetFloat(OffsetId, s.offset);
|
||||
|
||||
// source:相机颜色
|
||||
TextureHandle src = resourceData.activeColorTexture;
|
||||
|
||||
// Downsample chain (pass 0)
|
||||
{
|
||||
var p = new RenderGraphUtils.BlitMaterialParameters(src, pyr[0], mat, 0);
|
||||
renderGraph.AddBlitPass(p, "UIBlur DualKawase Down 0");
|
||||
}
|
||||
for (int i = 1; i < n; i++)
|
||||
{
|
||||
var p = new RenderGraphUtils.BlitMaterialParameters(pyr[i - 1], pyr[i], mat, 0);
|
||||
renderGraph.AddBlitPass(p, $"UIBlur DualKawase Down {i}");
|
||||
}
|
||||
|
||||
// Upsample chain (pass 1)
|
||||
for (int i = n - 1; i > 0; i--)
|
||||
{
|
||||
var p = new RenderGraphUtils.BlitMaterialParameters(pyr[i], pyr[i - 1], mat, 1);
|
||||
renderGraph.AddBlitPass(p, $"UIBlur DualKawase Up {i}");
|
||||
}
|
||||
|
||||
// 最终写到持久输出 RT
|
||||
{
|
||||
var p = new RenderGraphUtils.BlitMaterialParameters(pyr[0], outTex, mat, 1);
|
||||
renderGraph.AddBlitPass(p, "UIBlur DualKawase Final");
|
||||
}
|
||||
}
|
||||
|
||||
public void Cleanup()
|
||||
{
|
||||
persistentOutput?.Release();
|
||||
persistentOutput = null;
|
||||
}
|
||||
}
|
||||
|
||||
Material _mat;
|
||||
Pass _pass;
|
||||
|
||||
public override void Create()
|
||||
{
|
||||
if (settings.blurShader == null)
|
||||
settings.blurShader = Shader.Find("Hidden/URP/DualKawaseBlur");
|
||||
|
||||
if (settings.blurShader != null)
|
||||
_mat = CoreUtils.CreateEngineMaterial(settings.blurShader);
|
||||
|
||||
_pass = new Pass(settings, _mat) { renderPassEvent = settings.passEvent };
|
||||
}
|
||||
|
||||
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||
{
|
||||
if (_mat == null) return;
|
||||
if (renderingData.cameraData.cameraType != CameraType.Game) return;
|
||||
|
||||
// 这里提前把全局纹理指向持久 RT(即使本帧不刷新,也能用旧结果)
|
||||
if (_pass.OutputRT != null)
|
||||
Shader.SetGlobalTexture(settings.globalTextureName, _pass.OutputRT);
|
||||
|
||||
renderer.EnqueuePass(_pass);
|
||||
}
|
||||
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
_pass?.Cleanup();
|
||||
CoreUtils.Destroy(_mat);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d992ccf80d34101a9e62b066d753dc3
|
||||
timeCreated: 1770108262
|
||||
@@ -61,7 +61,7 @@ namespace NBF
|
||||
// await Task.Delay(100);
|
||||
CommonTopPanel.Show();
|
||||
// SettingPanel.Show();
|
||||
LoginPanel.Show();
|
||||
// LoginPanel.Show();
|
||||
// PreviewPanel.Show();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,28 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &-4516549268562882661
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 980a78cc4df543b29a2663be288cd2f5, type: 3}
|
||||
m_Name: UniversalBlurFeature
|
||||
m_EditorClassIdentifier: Unified.Universal.Blur::Unified.UniversalBlur.Runtime.UniversalBlurFeature
|
||||
m_Active: 1
|
||||
iterations: 4
|
||||
downsample: 2
|
||||
enableMipMaps: 1
|
||||
scale: 1
|
||||
offset: 1
|
||||
scaleBlurWith: 1
|
||||
scaleReferenceSize: 1080
|
||||
blurType: 0
|
||||
injectionPoint: 600
|
||||
shader: {fileID: 4800000, guid: bb11bdc2e8aaf4c80b5315f3778d7ad4, type: 3}
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -27,7 +50,8 @@ MonoBehaviour:
|
||||
m_RendererFeatures:
|
||||
- {fileID: 7833122117494664109}
|
||||
- {fileID: 8739427562667641280}
|
||||
m_RendererFeatureMap: ad6b866f10d7b46cc009109510af4879
|
||||
- {fileID: -4516549268562882661}
|
||||
m_RendererFeatureMap: ad6b866f10d7b46cc009109510af48799b4fc2b45efe51c1
|
||||
m_UseNativeRenderPass: 1
|
||||
xrSystemData: {fileID: 0}
|
||||
postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.fantasy.unity": "2025.2.1422",
|
||||
"com.unify.unified-universal-blur": "https://github.com/lukakldiashvili/Unified-Universal-Blur.git",
|
||||
"com.unity.2d.sprite": "1.0.0",
|
||||
"com.unity.ai.navigation": "2.0.9",
|
||||
"com.unity.burst": "1.8.25",
|
||||
|
||||
@@ -216,6 +216,15 @@
|
||||
"com.unity.shadergraph": "14.0.7"
|
||||
}
|
||||
},
|
||||
"com.unify.unified-universal-blur": {
|
||||
"version": "https://github.com/lukakldiashvili/Unified-Universal-Blur.git",
|
||||
"depth": 0,
|
||||
"source": "git",
|
||||
"dependencies": {
|
||||
"com.unity.render-pipelines.universal": "14.0.11"
|
||||
},
|
||||
"hash": "31d65c1cf2133476d5d80060305b2335f7a784ab"
|
||||
},
|
||||
"com.unity.2d.sprite": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
|
||||
Reference in New Issue
Block a user