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DX12 raytracing & IET updates for the HDRP template (Unity-Technologi…
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…es#7531)

* converted to DX12, added 2 new RT quality levels

* rebaked reflection probes and updated hdrp asset to work with new reflection probe atlas system

* updated RT settings, recaptured a few tutorial images

* Added 3rd person controller for testing
  - Renamed Scripts folder to Controllers
  - Deleted script SimpleCameraController because it was not used
  - Added 3rd person controller

* updated IET pages, cleaned up hierarchy, updated a few RT settings

* merged master, minor cleanups

* updated IET

* pushed auto updated materials

* updated materials

* pushed updated quality levels

* added "addtionnal properties" page

* added prefab editing scene

* fixed collision on chair (pivot was incorrect)

* fixed typos

* Added First person controller. Need to remove old one if this is better.

* Small tweaks to Controllers
  - Enabled Dithering
  - Tweaked the camera to feel more personal for 3rd
  - Created a prefab for 1st

* Removed old controller

* Update low/mid/high volume settings for RTAO and SSR

* implemented rendering feedback from Remi

- slightly moved spotlights in 2 lamp prefabs for optimal path tracing
- disabled receive motion occluder for ssgi
- probe near exit of room 1 increased in size
- removed clear coat from sandblast metal
- set directional shadow fallback for room 1

* Modified 3d Controller textures and changed its camera positioning
  - Changed the way textures were resized. Used bicubic smoother instead of sharper
  - Manually painted the body normal map to fix some issues

* Fixing last commit, didnt push material changes

* changed mask maps to be TIFs, fixed aliasing around visor, tuned iridescence, set max light cluster to 18 for raytracing to avoid light popping

* set texture to 8bit per channel rather than 16

* disabled receiver motion rejection for RT AO as well

* Renamed RTX presets, RT shadows are enabled for both, updated 1 tutorial pagae and 1 image

* Update CHANGELOG.md

* bump package version to 15.1

Co-authored-by: Motiejus Viltrakis <motiejus.viltrakis@hq.unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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3 people committed Oct 3, 2022
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using UnityEngine;

public class BasicRigidBodyPush : MonoBehaviour
{
public LayerMask pushLayers;
public bool canPush;
[Range(0.5f, 5f)] public float strength = 1.1f;

private void OnControllerColliderHit(ControllerColliderHit hit)
{
if (canPush) PushRigidBodies(hit);
}

private void PushRigidBodies(ControllerColliderHit hit)
{
// https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html

// make sure we hit a non kinematic rigidbody
Rigidbody body = hit.collider.attachedRigidbody;
if (body == null || body.isKinematic) return;

// make sure we only push desired layer(s)
var bodyLayerMask = 1 << body.gameObject.layer;
if ((bodyLayerMask & pushLayers.value) == 0) return;

// We dont want to push objects below us
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// Calculate push direction from move direction, horizontal motion only
Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z);

// Apply the push and take strength into account
body.AddForce(pushDir * strength, ForceMode.Impulse);
}
}

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Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

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