Estou com problemas na iluminação da minha Lanterna (jogo de terror)
3 participantes
Página 1 de 1
Estou com problemas na iluminação da minha Lanterna (jogo de terror)
Boa noite,estou com problemas na iluminação da minha lanterna,fiz uma luz volumétrica,porém quando posiciono ela na frente da
lanterna ,ela fica estranha,quando me aproximo de objetos,ou até mesmo portas,paredes ela some,como se estivesse atravessando.
Alguém pode me ajudar?
lanterna ,ela fica estranha,quando me aproximo de objetos,ou até mesmo portas,paredes ela some,como se estivesse atravessando.
Alguém pode me ajudar?
Leetz1k- Iniciante
- PONTOS : 2836
REPUTAÇÃO : 0
Respeito as regras :
Re: Estou com problemas na iluminação da minha Lanterna (jogo de terror)
Poderia gravar um video do seu problema?
E postar os seus scripts?
E postar os seus scripts?
Phph09- Profissional
- PONTOS : 3788
REPUTAÇÃO : 240
Idade : 19
Respeito as regras :
Re: Estou com problemas na iluminação da minha Lanterna (jogo de terror)
- Código:
Esse é o script da luz ,eu uso uma spotlight
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PropriedadesLuzLanterna : MonoBehaviour {
[Header("Observação")]
public Texture[] TexturaBateria;
public int numero;
private AudioSource som;
private Sons bSom;
public static float tempoTotal =250; // TEMPO QUE Q A BATERIA COMEÇA A CAIR,PODE SER ALTERADO QUALQUER COISA.
public float tempoMinimo = 20;
public int pilhaASerTexturizada;
public float anguloDaLuz = 45;
public float distanciaDaLuz = 5;
public float intensidade = 3;
public float reducaoForcaLuz = 50;
public float CargaDaBateria;
//public bool podeLigar;
public static float TempoTotalInicial;
public float anguloMaximo, anguloMinimo, intensidadeMaxima, intensidadeMinima, distanciaMax, distanciaMin;
[Space (15)]
[Header("Variavel de som")]
public AudioClip SManivela;
void Start()
{
//GetComponent<Light>().enabled = true;
TempoTotalInicial = tempoTotal;
//podeLigar = true;
numero = Mathf.RoundToInt(tempoTotal) / TexturaBateria.Length;
bSom = GameObject.FindGameObjectWithTag("GameController").GetComponent<Sons>();
som = GetComponent<AudioSource>();
som.clip = bSom.LanternaGirarmanivela;
}
void Update()
{
if (GetComponent<Light>().enabled == true )
{
tempoTotal -= Time.deltaTime;
}
if (Input.GetKeyDown("f"))
{
if (PropriedadesLuzLanterna.tempoTotal + CargaDaBateria <= PropriedadesLuzLanterna.TempoTotalInicial)
{
PropriedadesLuzLanterna.tempoTotal = PropriedadesLuzLanterna.tempoTotal + CargaDaBateria +3;
//GetComponent
som.Play();
}
}
else if (PropriedadesLuzLanterna.tempoTotal + CargaDaBateria >= PropriedadesLuzLanterna.TempoTotalInicial)
{
PropriedadesLuzLanterna.tempoTotal = PropriedadesLuzLanterna.TempoTotalInicial +3;
// GetComponent<Light>().enabled = true;
if (!som.isPlaying)
{
som.Play();
}
}
}
if (tempoTotal <= tempoMinimo)
{
som.PlayOneShot(bSom.LanternaBateriaAcaba);
// GetComponent
}
if (tempoTotal >= tempoMinimo)
{
//podeLigar = true;
}
if (tempoTotal >= TempoTotalInicial)
{
tempoTotal = TempoTotalInicial;
}
GetComponent<Light>().spotAngle = anguloDaLuz * tempoTotal / reducaoForcaLuz;
GetComponent<Light>().range = distanciaDaLuz * tempoTotal / reducaoForcaLuz;
GetComponent<Light>().intensity = intensidade * tempoTotal / reducaoForcaLuz / 2;
pilhaASerTexturizada = Mathf.FloorToInt(tempoTotal / numero);
//==========================VALORES MAXIMOS E MINIMOS=============================
if (GetComponent<Light>().spotAngle >= anguloMaximo)
{
GetComponent<Light>().spotAngle = anguloMaximo;
}
if (GetComponent<Light>().spotAngle <= anguloMinimo)
{
GetComponent
//========================================
if (GetComponent<Light>().range >= distanciaMax)
{
GetComponent<Light>().range = distanciaMax;
}
if (GetComponent<Light>().range <= distanciaMin)
{
GetComponent
//========================================
if (GetComponent<Light>().intensity >= intensidadeMaxima)
{
GetComponent<Light>().intensity = intensidadeMaxima;
}
if (GetComponent<Light>().intensity <= intensidadeMinima)
{
GetComponent
}
void OnGUI()
{
GUI.DrawTexture (new Rect (Screen.width / 2 + Screen.width / 2.3f, Screen.height / 2 - Screen.height / 4, Screen.width / 25, Screen.height / 10), TexturaBateria[pilhaASerTexturizada]);
}
}
Leetz1k- Iniciante
- PONTOS : 2836
REPUTAÇÃO : 0
Respeito as regras :
Re: Estou com problemas na iluminação da minha Lanterna (jogo de terror)
- Código:
using UnityEngine;
using System.Collections;
using UnityEngine.Rendering;
using System;
[RequireComponent(typeof(Light))]
public class VolumetricLight : MonoBehaviour
{
public event Action<VolumetricLightRenderer, VolumetricLight, CommandBuffer, Matrix4x4> CustomRenderEvent;
private Light _light;
private Material _material;
private CommandBuffer _commandBuffer;
private CommandBuffer _cascadeShadowCommandBuffer;
[Range(1, 64)]
public int SampleCount = 12;
[Range(0.0f, 1.0f)]
public float ScatteringCoef = 0.1f;
[Range(0.0f, 0.1f)]
public float ExtinctionCoef = 0.01f;
[Range(0.0f, 1.0f)]
public float SkyboxExtinctionCoef = 0.9f;
[Range(0.0f, 0.999f)]
public float MieG = 0.1f;
public bool HeightFog = false;
[Range(0, 0.5f)]
public float HeightScale = 0.10f;
public float GroundLevel = 0;
public bool Noise = false;
public float NoiseScale = 0.015f;
public float NoiseIntensity = 1.0f;
public float NoiseIntensityOffset = 0.3f;
public Vector2 NoiseVelocity = new Vector2(3.0f, 3.0f);
[Tooltip("")]
public float MaxRayLength = 400.0f;
public Light Light { get { return _light; } }
public Material VolumetricMaterial { get { return _material; } }
private Vector4[] _frustumCorners = new Vector4[4];
private bool _reversedZ = false;
/// <summary>
///
/// </summary>
void Start()
{
#if UNITY_5_5_OR_NEWER
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal || SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan || SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne)
{
_reversedZ = true;
}
#endif
_commandBuffer = new CommandBuffer();
_commandBuffer.name = "Light Command Buffer";
_cascadeShadowCommandBuffer = new CommandBuffer();
_cascadeShadowCommandBuffer.name = "Dir Light Command Buffer";
_cascadeShadowCommandBuffer.SetGlobalTexture("_CascadeShadowMapTexture", new UnityEngine.Rendering.RenderTargetIdentifier(UnityEngine.Rendering.BuiltinRenderTextureType.CurrentActive));
_light = GetComponent<Light>();
http://_light.RemoveAllCommandBuffers();
if(_light.type == LightType.Directional)
{
_light.AddCommandBuffer(LightEvent.BeforeScreenspaceMask, _commandBuffer);
_light.AddCommandBuffer(LightEvent.AfterShadowMap, _cascadeShadowCommandBuffer);
}
else
_light.AddCommandBuffer(LightEvent.AfterShadowMap, _commandBuffer);
Shader shader = Shader.Find("Sandbox/VolumetricLight");
if (shader == null)
throw new Exception("Critical Error: \"Sandbox/VolumetricLight\" shader is missing. Make sure it is included in \"Always Included Shaders\" in ProjectSettings/Graphics.");
_material = new Material(shader); // new Material(VolumetricLightRenderer.GetLightMaterial());
}
/// <summary>
///
/// </summary>
void OnEnable()
{
VolumetricLightRenderer.PreRenderEvent += VolumetricLightRenderer_PreRenderEvent;
}
/// <summary>
///
/// </summary>
void OnDisable()
{
VolumetricLightRenderer.PreRenderEvent -= VolumetricLightRenderer_PreRenderEvent;
}
/// <summary>
///
/// </summary>
public void OnDestroy()
{
Destroy(_material);
}
/// <summary>
///
/// </summary>
/// <param name="renderer"></param>
/// <param name="viewProj"></param>
private void VolumetricLightRenderer_PreRenderEvent(VolumetricLightRenderer renderer, Matrix4x4 viewProj)
{
if (!_light.gameObject.activeInHierarchy || _light.enabled == false)
return;
_material.SetVector("_CameraForward", Camera.current.transform.forward);
_material.SetInt("_SampleCount", SampleCount);
_material.SetVector("_NoiseVelocity", new Vector4(NoiseVelocity.x, NoiseVelocity.y) * NoiseScale);
_material.SetVector("_NoiseData", new Vector4(NoiseScale, NoiseIntensity, NoiseIntensityOffset));
_material.SetVector("_MieG", new Vector4(1 - (MieG * MieG), 1 + (MieG * MieG), 2 * MieG, 1.0f / (4.0f * Mathf.PI)));
_material.SetVector("_VolumetricLight", new Vector4(ScatteringCoef, ExtinctionCoef, _light.range, 1.0f - SkyboxExtinctionCoef));
_material.SetTexture("_CameraDepthTexture", renderer.GetVolumeLightDepthBuffer());
//if (renderer.Resolution == VolumetricLightRenderer.VolumtericResolution.Full)
{
http://_material.SetFloat("_ZTest", (int)UnityEngine.Rendering.CompareFunction.LessEqual);
http://_material.DisableKeyword("MANUAL_ZTEST");
}
//else
{
_material.SetFloat("_ZTest", (int)UnityEngine.Rendering.CompareFunction.Always);
// downsampled light buffer can't use native zbuffer for ztest, try to perform ztest in pixel shader to avoid ray marching for occulded geometry
http://_material.EnableKeyword("MANUAL_ZTEST");
}
if (HeightFog)
{
_material.EnableKeyword("HEIGHT_FOG");
_material.SetVector("_HeightFog", new Vector4(GroundLevel, HeightScale));
}
else
{
_material.DisableKeyword("HEIGHT_FOG");
}
if(_light.type == LightType.Point)
{
SetupPointLight(renderer, viewProj);
}
else if(_light.type == LightType.Spot)
{
SetupSpotLight(renderer, viewProj);
}
else if (_light.type == LightType.Directional)
{
SetupDirectionalLight(renderer, viewProj);
}
}
void Update()
{
_commandBuffer.Clear();
}
/// <summary>
///
/// </summary>
/// <param name="renderer"></param>
/// <param name="viewProj"></param>
private void SetupPointLight(VolumetricLightRenderer renderer, Matrix4x4 viewProj)
{
int pass = 0;
if (!IsCameraInPointLightBounds())
pass = 2;
_material.SetPass(pass);
Mesh mesh = VolumetricLightRenderer.GetPointLightMesh();
float scale = _light.range * 2.0f;
Matrix4x4 world = Matrix4x4.TRS(transform.position, _light.transform.rotation, new Vector3(scale, scale, scale));
_material.SetMatrix("_WorldViewProj", viewProj * world);
_material.SetMatrix("_WorldView", Camera.current.worldToCameraMatrix * world);
if (Noise)
_material.EnableKeyword("NOISE");
else
_material.DisableKeyword("NOISE");
_material.SetVector("_LightPos", new Vector4(_light.transform.position.x, _light.transform.position.y, _light.transform.position.z, 1.0f / (_light.range * _light.range)));
_material.SetColor("_LightColor", _light.color * _light.intensity);
if (_light.cookie == null)
{
_material.EnableKeyword("POINT");
_material.DisableKeyword("POINT_COOKIE");
}
else
{
Matrix4x4 view = Matrix4x4.TRS(_light.transform.position, _light.transform.rotation, Vector3.one).inverse;
_material.SetMatrix("_MyLightMatrix0", view);
_material.EnableKeyword("POINT_COOKIE");
_material.DisableKeyword("POINT");
_material.SetTexture("_LightTexture0", _light.cookie);
}
bool forceShadowsOff = false;
if ((_light.transform.position - Camera.current.transform.position).magnitude >= QualitySettings.shadowDistance)
forceShadowsOff = true;
if (_light.shadows != LightShadows.None && forceShadowsOff == false)
{
_material.EnableKeyword("SHADOWS_CUBE");
_commandBuffer.SetGlobalTexture("_ShadowMapTexture", BuiltinRenderTextureType.CurrentActive);
_commandBuffer.SetRenderTarget(renderer.GetVolumeLightBuffer());
_commandBuffer.DrawMesh(mesh, world, _material, 0, pass);
if (CustomRenderEvent != null)
CustomRenderEvent(renderer, this, _commandBuffer, viewProj);
}
else
{
_material.DisableKeyword("SHADOWS_CUBE");
renderer.GlobalCommandBuffer.DrawMesh(mesh, world, _material, 0, pass);
if (CustomRenderEvent != null)
CustomRenderEvent(renderer, this, renderer.GlobalCommandBuffer, viewProj);
}
}
/// <summary>
///
/// </summary>
/// <param name="renderer"></param>
/// <param name="viewProj"></param>
private void SetupSpotLight(VolumetricLightRenderer renderer, Matrix4x4 viewProj)
{
int pass = 1;
if (!IsCameraInSpotLightBounds())
{
pass = 3;
}
Mesh mesh = VolumetricLightRenderer.GetSpotLightMesh();
float scale = _light.range;
float angleScale = Mathf.Tan((_light.spotAngle + 1) * 0.5f * Mathf.Deg2Rad) * _light.range;
Matrix4x4 world = Matrix4x4.TRS(transform.position, transform.rotation, new Vector3(angleScale, angleScale, scale));
Matrix4x4 view = Matrix4x4.TRS(_light.transform.position, _light.transform.rotation, Vector3.one).inverse;
Matrix4x4 clip = Matrix4x4.TRS(new Vector3(0.5f, 0.5f, 0.0f), Quaternion.identity, new Vector3(-0.5f, -0.5f, 1.0f));
Matrix4x4 proj = Matrix4x4.Perspective(_light.spotAngle, 1, 0, 1);
_material.SetMatrix("_MyLightMatrix0", clip * proj * view);
_material.SetMatrix("_WorldViewProj", viewProj * world);
_material.SetVector("_LightPos", new Vector4(_light.transform.position.x, _light.transform.position.y, _light.transform.position.z, 1.0f / (_light.range * _light.range)));
_material.SetVector("_LightColor", _light.color * _light.intensity);
Vector3 apex = transform.position;
Vector3 axis = transform.forward;
// plane equation ax + by + cz + d = 0; precompute d here to lighten the shader
Vector3 center = apex + axis * _light.range;
float d = -Vector3.Dot(center, axis);
// update material
_material.SetFloat("_PlaneD", d);
_material.SetFloat("_CosAngle", Mathf.Cos((_light.spotAngle + 1) * 0.5f * Mathf.Deg2Rad));
_material.SetVector("_ConeApex", new Vector4(apex.x, apex.y, apex.z));
_material.SetVector("_ConeAxis", new Vector4(axis.x, axis.y, axis.z));
_material.EnableKeyword("SPOT");
if (Noise)
_material.EnableKeyword("NOISE");
else
_material.DisableKeyword("NOISE");
if (_light.cookie == null)
{
_material.SetTexture("_LightTexture0", VolumetricLightRenderer.GetDefaultSpotCookie());
}
else
{
_material.SetTexture("_LightTexture0", _light.cookie);
}
bool forceShadowsOff = false;
if ((_light.transform.position - Camera.current.transform.position).magnitude >= QualitySettings.shadowDistance)
forceShadowsOff = true;
if (_light.shadows != LightShadows.None && forceShadowsOff == false)
{
clip = Matrix4x4.TRS(new Vector3(0.5f, 0.5f, 0.5f), Quaternion.identity, new Vector3(0.5f, 0.5f, 0.5f));
if(_reversedZ)
proj = Matrix4x4.Perspective(_light.spotAngle, 1, _light.range, _light.shadowNearPlane);
else
proj = Matrix4x4.Perspective(_light.spotAngle, 1, _light.shadowNearPlane, _light.range);
Matrix4x4 m = clip * proj;
m[0, 2] *= -1;
m[1, 2] *= -1;
m[2, 2] *= -1;
m[3, 2] *= -1;
//view = _light.transform.worldToLocalMatrix;
_material.SetMatrix("_MyWorld2Shadow", m * view);
_material.SetMatrix("_WorldView", m * view);
_material.EnableKeyword("SHADOWS_DEPTH");
_commandBuffer.SetGlobalTexture("_ShadowMapTexture", BuiltinRenderTextureType.CurrentActive);
_commandBuffer.SetRenderTarget(renderer.GetVolumeLightBuffer());
_commandBuffer.DrawMesh(mesh, world, _material, 0, pass);
if (CustomRenderEvent != null)
CustomRenderEvent(renderer, this, _commandBuffer, viewProj);
}
else
{
_material.DisableKeyword("SHADOWS_DEPTH");
renderer.GlobalCommandBuffer.DrawMesh(mesh, world, _material, 0, pass);
if (CustomRenderEvent != null)
CustomRenderEvent(renderer, this, renderer.GlobalCommandBuffer, viewProj);
}
}
/// <summary>
///
/// </summary>
/// <param name="renderer"></param>
/// <param name="viewProj"></param>
private void SetupDirectionalLight(VolumetricLightRenderer renderer, Matrix4x4 viewProj)
{
int pass = 4;
_material.SetPass(pass);
if (Noise)
_material.EnableKeyword("NOISE");
else
_material.DisableKeyword("NOISE");
_material.SetVector("_LightDir", new Vector4(_light.transform.forward.x, _light.transform.forward.y, _light.transform.forward.z, 1.0f / (_light.range * _light.range)));
_material.SetVector("_LightColor", _light.color * _light.intensity);
_material.SetFloat("_MaxRayLength", MaxRayLength);
if (_light.cookie == null)
{
_material.EnableKeyword("DIRECTIONAL");
_material.DisableKeyword("DIRECTIONAL_COOKIE");
}
else
{
_material.EnableKeyword("DIRECTIONAL_COOKIE");
_material.DisableKeyword("DIRECTIONAL");
_material.SetTexture("_LightTexture0", _light.cookie);
}
// setup frustum corners for world position reconstruction
// bottom left
_frustumCorners[0] = Camera.current.ViewportToWorldPoint(new Vector3(0, 0, Camera.current.farClipPlane));
// top left
_frustumCorners[2] = Camera.current.ViewportToWorldPoint(new Vector3(0, 1, Camera.current.farClipPlane));
// top right
_frustumCorners[3] = Camera.current.ViewportToWorldPoint(new Vector3(1, 1, Camera.current.farClipPlane));
// bottom right
_frustumCorners[1] = Camera.current.ViewportToWorldPoint(new Vector3(1, 0, Camera.current.farClipPlane));
#if UNITY_5_4_OR_NEWER
_material.SetVectorArray("_FrustumCorners", _frustumCorners);
#else
_material.SetVector("_FrustumCorners0", _frustumCorners[0]);
_material.SetVector("_FrustumCorners1", _frustumCorners[1]);
_material.SetVector("_FrustumCorners2", _frustumCorners[2]);
_material.SetVector("_FrustumCorners3", _frustumCorners[3]);
#endif
Texture nullTexture = null;
if (_light.shadows != LightShadows.None)
{
_material.EnableKeyword("SHADOWS_DEPTH");
_commandBuffer.Blit(nullTexture, renderer.GetVolumeLightBuffer(), _material, pass);
if (CustomRenderEvent != null)
CustomRenderEvent(renderer, this, _commandBuffer, viewProj);
}
else
{
_material.DisableKeyword("SHADOWS_DEPTH");
renderer.GlobalCommandBuffer.Blit(nullTexture, renderer.GetVolumeLightBuffer(), _material, pass);
if (CustomRenderEvent != null)
CustomRenderEvent(renderer, this, renderer.GlobalCommandBuffer, viewProj);
}
}
/// <summary>
///
/// </summary>
/// <returns></returns>
private bool IsCameraInPointLightBounds()
{
float distanceSqr = (_light.transform.position - Camera.current.transform.position).sqrMagnitude;
float extendedRange = _light.range + 1;
if (distanceSqr < (extendedRange * extendedRange))
return true;
return false;
}
/// <summary>
///
/// </summary>
/// <returns></returns>
private bool IsCameraInSpotLightBounds()
{
// check range
float distance = Vector3.Dot(_light.transform.forward, (Camera.current.transform.position - _light.transform.position));
float extendedRange = _light.range + 1;
if (distance > (extendedRange))
return false;
// check angle
float cosAngle = Vector3.Dot(transform.forward, (Camera.current.transform.position - _light.transform.position).normalized);
if((Mathf.Acos(cosAngle) * Mathf.Rad2Deg) > (_light.spotAngle + 3) * 0.5f)
return false;
return true;
}
}
Leetz1k- Iniciante
- PONTOS : 2836
REPUTAÇÃO : 0
Respeito as regras :
Re: Estou com problemas na iluminação da minha Lanterna (jogo de terror)
- Código:
using UnityEngine;
using System.Collections;
using UnityEngine.Rendering;
using System;
[RequireComponent(typeof(Camera))]
public class VolumetricLightRenderer : MonoBehaviour
{
public enum VolumtericResolution
{
Full,
Half,
Quarter
};
public static event Action<VolumetricLightRenderer, Matrix4x4> PreRenderEvent;
private static Mesh _pointLightMesh;
private static Mesh _spotLightMesh;
private static Material _lightMaterial;
private Camera _camera;
private CommandBuffer _preLightPass;
private Matrix4x4 _viewProj;
private Material _blitAddMaterial;
private Material _bilateralBlurMaterial;
private RenderTexture _volumeLightTexture;
private RenderTexture _halfVolumeLightTexture;
private RenderTexture _quarterVolumeLightTexture;
private static Texture _defaultSpotCookie;
private RenderTexture _halfDepthBuffer;
private RenderTexture _quarterDepthBuffer;
private VolumtericResolution _currentResolution = VolumtericResolution.Full;
private Texture2D _ditheringTexture;
private Texture3D _noiseTexture;
public VolumtericResolution Resolution = VolumtericResolution.Full;
public Texture DefaultSpotCookie;
public CommandBuffer GlobalCommandBuffer { get { return _preLightPass; } }
/// <summary>
///
/// </summary>
/// <returns></returns>
public static Material GetLightMaterial()
{
return _lightMaterial;
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public static Mesh GetPointLightMesh()
{
return _pointLightMesh;
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public static Mesh GetSpotLightMesh()
{
return _spotLightMesh;
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public RenderTexture GetVolumeLightBuffer()
{
if (Resolution == VolumtericResolution.Quarter)
return _quarterVolumeLightTexture;
else if (Resolution == VolumtericResolution.Half)
return _halfVolumeLightTexture;
else
return _volumeLightTexture;
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public RenderTexture GetVolumeLightDepthBuffer()
{
if (Resolution == VolumtericResolution.Quarter)
return _quarterDepthBuffer;
else if (Resolution == VolumtericResolution.Half)
return _halfDepthBuffer;
else
return null;
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public static Texture GetDefaultSpotCookie()
{
return _defaultSpotCookie;
}
/// <summary>
///
/// </summary>
void Awake()
{
_camera = GetComponent<Camera>();
if (_camera.actualRenderingPath == RenderingPath.Forward)
_camera.depthTextureMode = DepthTextureMode.Depth;
_currentResolution = Resolution;
Shader shader = Shader.Find("Hidden/BlitAdd");
if (shader == null)
throw new Exception("Critical Error: \"Hidden/BlitAdd\" shader is missing. Make sure it is included in \"Always Included Shaders\" in ProjectSettings/Graphics.");
_blitAddMaterial = new Material(shader);
shader = Shader.Find("Hidden/BilateralBlur");
if (shader == null)
throw new Exception("Critical Error: \"Hidden/BilateralBlur\" shader is missing. Make sure it is included in \"Always Included Shaders\" in ProjectSettings/Graphics.");
_bilateralBlurMaterial = new Material(shader);
_preLightPass = new CommandBuffer();
_preLightPass.name = "PreLight";
ChangeResolution();
if (_pointLightMesh == null)
{
GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
_pointLightMesh = go.GetComponent<MeshFilter>().sharedMesh;
Destroy(go);
}
if (_spotLightMesh == null)
{
_spotLightMesh = CreateSpotLightMesh();
}
if (_lightMaterial == null)
{
shader = Shader.Find("Sandbox/VolumetricLight");
if (shader == null)
throw new Exception("Critical Error: \"Sandbox/VolumetricLight\" shader is missing. Make sure it is included in \"Always Included Shaders\" in ProjectSettings/Graphics.");
_lightMaterial = new Material(shader);
}
if (_defaultSpotCookie == null)
{
_defaultSpotCookie = DefaultSpotCookie;
}
LoadNoise3dTexture();
GenerateDitherTexture();
}
/// <summary>
///
/// </summary>
void OnEnable()
{
http://_camera.RemoveAllCommandBuffers();
if(_camera.actualRenderingPath == RenderingPath.Forward)
_camera.AddCommandBuffer(CameraEvent.AfterDepthTexture, _preLightPass);
else
_camera.AddCommandBuffer(CameraEvent.BeforeLighting, _preLightPass);
}
/// <summary>
///
/// </summary>
void OnDisable()
{
http://_camera.RemoveAllCommandBuffers();
if(_camera.actualRenderingPath == RenderingPath.Forward)
_camera.RemoveCommandBuffer(CameraEvent.AfterDepthTexture, _preLightPass);
else
_camera.RemoveCommandBuffer(CameraEvent.BeforeLighting, _preLightPass);
}
/// <summary>
///
/// </summary>
void ChangeResolution()
{
int width = _camera.pixelWidth;
int height = _camera.pixelHeight;
if (_volumeLightTexture != null)
Destroy(_volumeLightTexture);
_volumeLightTexture = new RenderTexture(width, height, 0, RenderTextureFormat.ARGBHalf);
_volumeLightTexture.name = "VolumeLightBuffer";
_volumeLightTexture.filterMode = FilterMode.Bilinear;
if (_halfDepthBuffer != null)
Destroy(_halfDepthBuffer);
if (_halfVolumeLightTexture != null)
Destroy(_halfVolumeLightTexture);
if (Resolution == VolumtericResolution.Half || Resolution == VolumtericResolution.Quarter)
{
_halfVolumeLightTexture = new RenderTexture(width / 2, height / 2, 0, RenderTextureFormat.ARGBHalf);
_halfVolumeLightTexture.name = "VolumeLightBufferHalf";
_halfVolumeLightTexture.filterMode = FilterMode.Bilinear;
_halfDepthBuffer = new RenderTexture(width / 2, height / 2, 0, RenderTextureFormat.RFloat);
_halfDepthBuffer.name = "VolumeLightHalfDepth";
_halfDepthBuffer.Create();
_halfDepthBuffer.filterMode = FilterMode.Point;
}
if (_quarterVolumeLightTexture != null)
Destroy(_quarterVolumeLightTexture);
if (_quarterDepthBuffer != null)
Destroy(_quarterDepthBuffer);
if (Resolution == VolumtericResolution.Quarter)
{
_quarterVolumeLightTexture = new RenderTexture(width / 4, height / 4, 0, RenderTextureFormat.ARGBHalf);
_quarterVolumeLightTexture.name = "VolumeLightBufferQuarter";
_quarterVolumeLightTexture.filterMode = FilterMode.Bilinear;
_quarterDepthBuffer = new RenderTexture(width / 4, height / 4, 0, RenderTextureFormat.RFloat);
_quarterDepthBuffer.name = "VolumeLightQuarterDepth";
_quarterDepthBuffer.Create();
_quarterDepthBuffer.filterMode = FilterMode.Point;
}
}
/// <summary>
///
/// </summary>
public void OnPreRender()
{
// use very low value for near clip plane to simplify cone/frustum intersection
Matrix4x4 proj = Matrix4x4.Perspective(_camera.fieldOfView, _camera.aspect, 0.01f, _camera.farClipPlane);
proj = GL.GetGPUProjectionMatrix(proj, true);
_viewProj = proj * _camera.worldToCameraMatrix;
_preLightPass.Clear();
bool dx11 = SystemInfo.graphicsShaderLevel > 40;
if (Resolution == VolumtericResolution.Quarter)
{
Texture nullTexture = null;
// down sample depth to half res
_preLightPass.Blit(nullTexture, _halfDepthBuffer, _bilateralBlurMaterial, dx11 ? 4 : 10);
// down sample depth to quarter res
_preLightPass.Blit(nullTexture, _quarterDepthBuffer, _bilateralBlurMaterial, dx11 ? 6 : 11);
_preLightPass.SetRenderTarget(_quarterVolumeLightTexture);
}
else if (Resolution == VolumtericResolution.Half)
{
Texture nullTexture = null;
// down sample depth to half res
_preLightPass.Blit(nullTexture, _halfDepthBuffer, _bilateralBlurMaterial, dx11 ? 4 : 10);
_preLightPass.SetRenderTarget(_halfVolumeLightTexture);
}
else
{
_preLightPass.SetRenderTarget(_volumeLightTexture);
}
_preLightPass.ClearRenderTarget(false, true, new Color(0, 0, 0, 1));
UpdateMaterialParameters();
if (PreRenderEvent != null)
PreRenderEvent(this, _viewProj);
}
[ImageEffectOpaque]
public void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (Resolution == VolumtericResolution.Quarter)
{
RenderTexture temp = RenderTexture.GetTemporary(_quarterDepthBuffer.width, _quarterDepthBuffer.height, 0, RenderTextureFormat.ARGBHalf);
temp.filterMode = FilterMode.Bilinear;
// horizontal bilateral blur at quarter res
Graphics.Blit(_quarterVolumeLightTexture, temp, _bilateralBlurMaterial, 8);
// vertical bilateral blur at quarter res
Graphics.Blit(temp, _quarterVolumeLightTexture, _bilateralBlurMaterial, 9);
// upscale to full res
Graphics.Blit(_quarterVolumeLightTexture, _volumeLightTexture, _bilateralBlurMaterial, 7);
RenderTexture.ReleaseTemporary(temp);
}
else if (Resolution == VolumtericResolution.Half)
{
RenderTexture temp = RenderTexture.GetTemporary(_halfVolumeLightTexture.width, _halfVolumeLightTexture.height, 0, RenderTextureFormat.ARGBHalf);
temp.filterMode = FilterMode.Bilinear;
// horizontal bilateral blur at half res
Graphics.Blit(_halfVolumeLightTexture, temp, _bilateralBlurMaterial, 2);
// vertical bilateral blur at half res
Graphics.Blit(temp, _halfVolumeLightTexture, _bilateralBlurMaterial, 3);
// upscale to full res
Graphics.Blit(_halfVolumeLightTexture, _volumeLightTexture, _bilateralBlurMaterial, 5);
RenderTexture.ReleaseTemporary(temp);
}
else
{
RenderTexture temp = RenderTexture.GetTemporary(_volumeLightTexture.width, _volumeLightTexture.height, 0, RenderTextureFormat.ARGBHalf);
temp.filterMode = FilterMode.Bilinear;
// horizontal bilateral blur at full res
Graphics.Blit(_volumeLightTexture, temp, _bilateralBlurMaterial, 0);
// vertical bilateral blur at full res
Graphics.Blit(temp, _volumeLightTexture, _bilateralBlurMaterial, 1);
RenderTexture.ReleaseTemporary(temp);
}
// add volume light buffer to rendered scene
_blitAddMaterial.SetTexture("_Source", source);
Graphics.Blit(_volumeLightTexture, destination, _blitAddMaterial, 0);
}
private void UpdateMaterialParameters()
{
_bilateralBlurMaterial.SetTexture("_HalfResDepthBuffer", _halfDepthBuffer);
_bilateralBlurMaterial.SetTexture("_HalfResColor", _halfVolumeLightTexture);
_bilateralBlurMaterial.SetTexture("_QuarterResDepthBuffer", _quarterDepthBuffer);
_bilateralBlurMaterial.SetTexture("_QuarterResColor", _quarterVolumeLightTexture);
Shader.SetGlobalTexture("_DitherTexture", _ditheringTexture);
Shader.SetGlobalTexture("_NoiseTexture", _noiseTexture);
}
/// <summary>
///
/// </summary>
void Update()
{
//#if UNITY_EDITOR
if (_currentResolution != Resolution)
{
_currentResolution = Resolution;
ChangeResolution();
}
if ((_volumeLightTexture.width != _camera.pixelWidth || _volumeLightTexture.height != _camera.pixelHeight))
ChangeResolution();
//#endif
}
/// <summary>
///
/// </summary>
void LoadNoise3dTexture()
{
// basic dds loader for 3d texture - !not very robust!
TextAsset data = Resources.Load("NoiseVolume") as TextAsset;
byte[] bytes = data.bytes;
uint height = BitConverter.ToUInt32(data.bytes, 12);
uint width = BitConverter.ToUInt32(data.bytes, 16);
uint pitch = BitConverter.ToUInt32(data.bytes, 20);
uint depth = BitConverter.ToUInt32(data.bytes, 24);
uint formatFlags = BitConverter.ToUInt32(data.bytes, 20 * 4);
uint bitdepth = BitConverter.ToUInt32(data.bytes, 22 * 4);
if (bitdepth == 0)
bitdepth = pitch / width * 8;
// doesn't work with TextureFormat.Alpha8 for some reason
_noiseTexture = new Texture3D((int)width, (int)height, (int)depth, TextureFormat.RGBA32, false);
_noiseTexture.name = "3D Noise";
Color[] c = new Color[width * height * depth];
uint index = 128;
if (data.bytes[21 * 4] == 'D' && data.bytes[21 * 4 + 1] == 'X' && data.bytes[21 * 4 + 2] == '1' && data.bytes[21 * 4 + 3] == '0' &&
(formatFlags & 0x4) != 0)
{
uint format = BitConverter.ToUInt32(data.bytes, (int)index);
if (format >= 60 && format <= 65)
bitdepth = 8;
else if (format >= 48 && format <= 52)
bitdepth = 16;
else if (format >= 27 && format <= 32)
bitdepth = 32;
http://Debug.Log("DXGI format: " + format);
// dx10 format, skip dx10 header
http://Debug.Log("DX10 format");
index += 20;
}
uint byteDepth = bitdepth / 8;
pitch = (width * bitdepth + 7) / 8;
for (int d = 0; d < depth; ++d)
{
//index = 128;
for (int h = 0; h < height; ++h)
{
for (int w = 0; w < width; ++w)
{
float v = (bytes[index + w * byteDepth] / 255.0f);
c[w + h * width + d * width * height] = new Color(v, v, v, v);
}
index += pitch;
}
}
_noiseTexture.SetPixels(c);
_noiseTexture.Apply();
}
/// <summary>
///
/// </summary>
private void GenerateDitherTexture()
{
if (_ditheringTexture != null)
{
return;
}
int size = 8;
#if DITHER_4_4
size = 4;
#endif
// again, I couldn't make it work with Alpha8
_ditheringTexture = new Texture2D(size, size, TextureFormat.Alpha8, false, true);
_ditheringTexture.filterMode = FilterMode.Point;
Color32[] c = new Color32[size * size];
byte b;
#if DITHER_4_4
b = (byte)(0.0f / 16.0f * 255); c[0] = new Color32(b, b, b, b);
b = (byte)(8.0f / 16.0f * 255); c[1] = new Color32(b, b, b, b);
b = (byte)(2.0f / 16.0f * 255); c[2] = new Color32(b, b, b, b);
b = (byte)(10.0f / 16.0f * 255); c[3] = new Color32(b, b, b, b);
b = (byte)(12.0f / 16.0f * 255); c[4] = new Color32(b, b, b, b);
b = (byte)(4.0f / 16.0f * 255); c[5] = new Color32(b, b, b, b);
b = (byte)(14.0f / 16.0f * 255); c[6] = new Color32(b, b, b, b);
b = (byte)(6.0f / 16.0f * 255); c[7] = new Color32(b, b, b, b);
b = (byte)(3.0f / 16.0f * 255); c[8] = new Color32(b, b, b, b);
b = (byte)(11.0f / 16.0f * 255); c[9] = new Color32(b, b, b, b);
b = (byte)(1.0f / 16.0f * 255); c[10] = new Color32(b, b, b, b);
b = (byte)(9.0f / 16.0f * 255); c[11] = new Color32(b, b, b, b);
b = (byte)(15.0f / 16.0f * 255); c[12] = new Color32(b, b, b, b);
b = (byte)(7.0f / 16.0f * 255); c[13] = new Color32(b, b, b, b);
b = (byte)(13.0f / 16.0f * 255); c[14] = new Color32(b, b, b, b);
b = (byte)(5.0f / 16.0f * 255); c[15] = new Color32(b, b, b, b);
#else
int i = 0;
b = (byte)(1.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(49.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(13.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(61.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(4.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(52.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(16.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(64.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(33.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(17.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(45.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(29.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(36.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(20.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(48.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(32.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(9.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(57.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(5.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(53.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(12.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(60.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(8.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(56.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(41.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(25.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(37.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(21.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(44.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(28.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(40.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(24.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(3.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(51.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(15.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(63.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(2.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(50.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(14.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(62.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(35.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(19.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(47.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(31.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(34.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(18.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(46.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(30.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(11.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(59.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(7.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(55.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(10.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(58.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(6.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(54.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(43.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(27.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(39.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(23.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(42.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(26.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(38.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
b = (byte)(22.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b);
#endif
_ditheringTexture.SetPixels32(c);
_ditheringTexture.Apply();
}
/// <summary>
///
/// </summary>
/// <returns></returns>
private Mesh CreateSpotLightMesh()
{
// copy & pasted from other project, the geometry is too complex, should be simplified
Mesh mesh = new Mesh();
const int segmentCount = 16;
Vector3[] vertices = new Vector3[2 + segmentCount * 3];
Color32[] colors = new Color32[2 + segmentCount * 3];
vertices[0] = new Vector3(0, 0, 0);
vertices[1] = new Vector3(0, 0, 1);
float angle = 0;
float step = Mathf.PI * 2.0f / segmentCount;
float ratio = 0.9f;
for (int i = 0; i < segmentCount; ++i)
{
vertices[i + 2] = new Vector3(-Mathf.Cos(angle) * ratio, Mathf.Sin(angle) * ratio, ratio);
colors[i + 2] = new Color32(255, 255, 255, 255);
vertices[i + 2 + segmentCount] = new Vector3(-Mathf.Cos(angle), Mathf.Sin(angle), 1);
colors[i + 2 + segmentCount] = new Color32(255, 255, 255, 0);
vertices[i + 2 + segmentCount * 2] = new Vector3(-Mathf.Cos(angle) * ratio, Mathf.Sin(angle) * ratio, 1);
colors[i + 2 + segmentCount * 2] = new Color32(255, 255, 255, 255);
angle += step;
}
mesh.vertices = vertices;
mesh.colors32 = colors;
int[] indices = new int[segmentCount * 3 * 2 + segmentCount * 6 * 2];
int index = 0;
for (int i = 2; i < segmentCount + 1; ++i)
{
indices[index++] = 0;
indices[index++] = i;
indices[index++] = i + 1;
}
indices[index++] = 0;
indices[index++] = segmentCount + 1;
indices[index++] = 2;
for (int i = 2; i < segmentCount + 1; ++i)
{
indices[index++] = i;
indices[index++] = i + segmentCount;
indices[index++] = i + 1;
indices[index++] = i + 1;
indices[index++] = i + segmentCount;
indices[index++] = i + segmentCount + 1;
}
indices[index++] = 2;
indices[index++] = 1 + segmentCount;
indices[index++] = 2 + segmentCount;
indices[index++] = 2 + segmentCount;
indices[index++] = 1 + segmentCount;
indices[index++] = 1 + segmentCount + segmentCount;
//------------
for (int i = 2 + segmentCount; i < segmentCount + 1 + segmentCount; ++i)
{
indices[index++] = i;
indices[index++] = i + segmentCount;
indices[index++] = i + 1;
indices[index++] = i + 1;
indices[index++] = i + segmentCount;
indices[index++] = i + segmentCount + 1;
}
indices[index++] = 2 + segmentCount;
indices[index++] = 1 + segmentCount * 2;
indices[index++] = 2 + segmentCount * 2;
indices[index++] = 2 + segmentCount * 2;
indices[index++] = 1 + segmentCount * 2;
indices[index++] = 1 + segmentCount * 3;
////-------------------------------------
for (int i = 2 + segmentCount * 2; i < segmentCount * 3 + 1; ++i)
{
indices[index++] = 1;
indices[index++] = i + 1;
indices[index++] = i;
}
indices[index++] = 1;
indices[index++] = 2 + segmentCount * 2;
indices[index++] = segmentCount * 3 + 1;
mesh.triangles = indices;
mesh.RecalculateBounds();
return mesh;
}
}
Leetz1k- Iniciante
- PONTOS : 2836
REPUTAÇÃO : 0
Respeito as regras :
Re: Estou com problemas na iluminação da minha Lanterna (jogo de terror)
Só não sei como insiro um video ou imagem
Leetz1k- Iniciante
- PONTOS : 2836
REPUTAÇÃO : 0
Respeito as regras :
Leetz1k- Iniciante
- PONTOS : 2836
REPUTAÇÃO : 0
Respeito as regras :
Re: Estou com problemas na iluminação da minha Lanterna (jogo de terror)
Mande em um link. Upe em algum lugar.
NKKF- ProgramadorMaster
- PONTOS : 4817
REPUTAÇÃO : 574
Idade : 20
Áreas de atuação : Desenvolvedor na Unity, NodeJS, React, ReactJS, React Native, MongoDB e Firebase.
Respeito as regras :
Leetz1k- Iniciante
- PONTOS : 2836
REPUTAÇÃO : 0
Respeito as regras :
Re: Estou com problemas na iluminação da minha Lanterna (jogo de terror)
A imagem está nesse link,tenta ver ai.
https://uploaddeimagens.com.br/imagens/d067af8d-4f80-48cc-a6cf-769ef3038564-jpg
https://uploaddeimagens.com.br/imagens/d067af8d-4f80-48cc-a6cf-769ef3038564-jpg
Leetz1k- Iniciante
- PONTOS : 2836
REPUTAÇÃO : 0
Respeito as regras :
Tópicos semelhantes
» Bug na hora de pegar o component na lanterna no jogo de terror.
» Problemas com a Iluminação em projeto 3d Mobile
» Iluminação (estou com um problema)
» Problemas com iluminação
» Problemas com Iluminaçao
» Problemas com a Iluminação em projeto 3d Mobile
» Iluminação (estou com um problema)
» Problemas com iluminação
» Problemas com Iluminaçao
Página 1 de 1
Permissões neste sub-fórum
Não podes responder a tópicos