Adaug proiectul Unity

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{
"displayName": "Simple Multiplayer",
"description": "Demonstrates how to set up a simple local multiplayer scenario. Requires the Universal Render Pipeline (URP) package to be installed for shader compilation."
}
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# Simple Multiplayer Demo
This demo shows a simple local multiplayer setup. Players can join by pressing buttons on the supported devices. As players join, the screen is subdivided in split-screen fashion.
Joining is handled by the `PlayerManager` GameObject in the scene which has the `PlayerInputManager` component added to it. The component references [`Player.prefab`](./Player.prefab) which is instantiated for each player that joins the game.
The prefab contains a GameObject that has a `PlayerInput` component added to it. The component references the [actions](./SimpleMultiplayerControls.inputactions) available to each player which, by means of the control schemes defined in the asset, also determine the devices (and combinations of devices) supported by the game.
The actions available to each player are intentionally kept simple for this demonstration in order to not add irrelevant details. The only action available to players is `Teleport` which players can trigger through a button on their device. When trigger, they will be teleported to a random position within the game area. This serves to demonstrate that player inputs are indeed separate.
Note that each `PlayerInput` also references a `Camera` which is specific to each player. This is used by `PlayerInputManager` to configure the split-screen setup.
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{
Properties
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#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _Color;
half _Glossiness;
half _Metallic;
CBUFFER_END
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float3 normalOS : NORMAL;
float2 uv : TEXCOORD0;
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float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float3 positionWS : TEXCOORD2;
float fogFactor : TEXCOORD3;
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Varyings output;
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half4 frag(Varyings input) : SV_Target
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half4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * _Color;
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inputData.positionWS = input.positionWS;
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surfaceData.alpha = albedo.a;
surfaceData.metallic = _Metallic;
surfaceData.smoothness = _Glossiness;
surfaceData.occlusion = 1.0;
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color.rgb = MixFog(color.rgb, input.fogFactor);
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ENDHLSL
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Name "ShadowCaster"
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ZWrite On
ZTest LEqual
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HLSLPROGRAM
#pragma vertex ShadowVert
#pragma fragment ShadowFrag
#pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
float3 _LightDirection;
float3 _LightPosition;
struct Attributes
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float4 positionOS : POSITION;
float3 normalOS : NORMAL;
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float4 positionCS : SV_POSITION;
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Varyings output;
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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#else
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#endif
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#else
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#endif
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return 0;
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ENDHLSL
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LOD 200
CGPROGRAM
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half _Metallic;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
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o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
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ENDCG
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FallBack "Diffuse"
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using UnityEngine;
public class SimpleMultiplayerPlayer : MonoBehaviour
{
// Just add *some* kind of movement. The specifics here are not of interest. Serves just to
// demonstrate that the inputs are indeed separate.
public void OnTeleport()
{
transform.position = new Vector3(Random.Range(-75, 75), 0.5f, Random.Range(-75, 75));
}
}
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