Initial Push
- Globe Asset - Spatial Anchors - Photon Implementation - Scripts for Globe Control and Initial Country Colorizing - Script for Reading csv file
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.DS_Store
Assets
AnchorCaching.meta
AnchorCaching
CoLocation.metaCoLocation
BackgroundEnvironment.meta
BackgroundEnvironment
Environment.prefabEnvironment.prefab.metaShaders.meta
Shaders
OppyDimension.shaderOppyDimension.shader.metaPassthroughWall.shaderPassthroughWall.shader.metaToonFoggy.shaderToonFoggy.shader.metaToonFoggyClouds.shaderToonFoggyClouds.shader.metaToonFoggyEmissive.shaderToonFoggyEmissive.shader.metaToonFoggyWithDetail.shaderToonFoggyWithDetail.shader.metaToonSky.shaderToonSky.shader.metascrap.shaderscrap.shader.meta
materials.metamaterials
GrassShadow.matGrassShadow.mat.metaUFOMat.matUFOMat.mat.metabackgroundSkyMat.matbackgroundSkyMat.mat.metacloudPoofTest.matcloudPoofTest.mat.metaflower_mat.matflower_mat.mat.metagrass_mat.matgrass_mat.mat.metainnerGroundMat.matinnerGroundMat.mat.metamountainCardTest1 1.matmountainCardTest1 1.mat.metamountainCardTest1 2.matmountainCardTest1 2.mat.metamountainCardTest1.matmountainCardTest1.mat.metaouter_ground_mat.matouter_ground_mat.mat.metaouter_tree_green_mat 1.matouter_tree_green_mat 1.mat.metarockMat.matrockMat.mat.metarock_small_mat.matrock_small_mat.mat.meta
mesh.metamesh
SkySphere.fbxSkySphere.fbx.metabackground mountains.fbxbackground mountains.fbx.metabackground_mountains_sm.fbxbackground_mountains_sm.fbx.metacloudPoof.fbxcloudPoof.fbx.metacloud_sm_01.fbxcloud_sm_01.fbx.metafloor_sm.fbxfloor_sm.fbx.metaflower_sm.fbxflower_sm.fbx.metagrass_sm.fbxgrass_sm.fbx.metamountain cards.fbxmountain cards.fbx.metamountain_cards_02.fbxmountain_cards_02.fbx.metamountain_cards_03.fbxmountain_cards_03.fbx.metarock_small_sm.fbxrock_small_sm.fbx.metatest terrain.fbxtest terrain.fbx.metatree_group_01_sm.fbxtree_group_01_sm.fbx.metatree_group_02_sm.fbxtree_group_02_sm.fbx.metatree_group_03_sm.fbxtree_group_03_sm.fbx.metatree_sm.fbxtree_sm.fbx.metaufo_sm.fbxufo_sm.fbx.meta
prefab.metaprefab
BIN
.DS_Store
vendored
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BIN
.DS_Store
vendored
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Assets/AnchorCaching.meta
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Assets/AnchorCaching/AnchorCaching.unity
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1382
Assets/AnchorCaching/AnchorCaching.unity
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Assets/AnchorCaching/AnchorCaching.unity.meta
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Assets/AnchorCaching/Prefabs.meta
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Assets/AnchorCaching/Prefabs/CachedSharedSpatialAnchorPrefab.prefab
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Assets/AnchorCaching/Prefabs/CachedSharedSpatialAnchorPrefab.prefab
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Assets/AnchorCaching/Scripts.meta
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231
Assets/AnchorCaching/Scripts/CachedSharedAnchor.cs
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Assets/AnchorCaching/Scripts/CachedSharedAnchor.cs
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
|
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* Licensed under the Oculus SDK License Agreement (the "License");
|
||||
* you may not use the Oculus SDK except in compliance with the License,
|
||||
* which is provided at the time of installation or download, or which
|
||||
* otherwise accompanies this software in either electronic or hard copy form.
|
||||
*
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* You may obtain a copy of the License at
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*
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||||
* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using System.Linq;
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using System;
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public class CachedSharedAnchor : MonoBehaviour
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{
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private OVRSpatialAnchor _spatialAnchor;
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public bool IsSavedLocally;
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public bool IsAutoAlign = true;
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bool anchorSuccessfullyShared = false;
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public bool IsAnchorShared
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{
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get { return anchorSuccessfullyShared; }
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set
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{
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anchorSuccessfullyShared = value;
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sharedAnchorImage.color = Color.green;
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}
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}
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[SerializeField]
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Image sharedAnchorImage;
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private void Awake()
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{
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_spatialAnchor = GetComponent<OVRSpatialAnchor>();
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}
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private IEnumerator Start()
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{
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while (_spatialAnchor && !_spatialAnchor.Created)
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{
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yield return null;
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}
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if (_spatialAnchor == null)
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{
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Destroy(gameObject);
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}
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yield return new WaitForSeconds(0.1f);
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if (!IsSavedLocally)
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{
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SaveLocal();
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yield return new WaitForEndOfFrame();
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}
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if (!IsAnchorShared)
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{
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yield return new WaitForSeconds(0.5f);
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sharedAnchorImage.color = Color.white;
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ShareAnchor();
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}
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if (IsAutoAlign)
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{
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AlignToAnchor();
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}
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}
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public void SaveLocal()
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{
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SampleController.Instance.Log(nameof(SaveLocal));
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if (_spatialAnchor == null)
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{
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return;
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}
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_spatialAnchor.SaveAsync().ContinueWith((isSuccessful) =>
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{
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if (isSuccessful)
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{
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IsSavedLocally = true;
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// store the most recently used anchor uuid.
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// It will be used on subsequent sessions for faster colocation.
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string anchorUuid = _spatialAnchor.Uuid.ToString();
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PlayerPrefs.SetString("cached_anchor_uuid", anchorUuid);
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PlayerPrefs.Save();
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SampleController.Instance.Log($"Successfully Saved cached spatial anchor: {anchorUuid}");
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}
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else
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{
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SampleController.Instance.LogError($"Failed to save spatial anchor to local storage");
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}
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});
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}
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private bool IsReadyToShare()
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{
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var userIds = PhotonAnchorManager.GetUserList().Select(userId => userId.ToString()).ToArray();
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if (userIds.Length == 0)
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{
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SampleController.Instance.Log("Can't share - no users to share with or can't get the user ids through photon custom properties");
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return false;
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}
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if (_spatialAnchor == null)
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{
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SampleController.Instance.Log("Can't share - no associated spatial anchor");
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return false;
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}
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return true;
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}
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public void ShareAnchor()
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{
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SampleController.Instance.Log(nameof(ShareAnchor));
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if (!IsReadyToShare())
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{
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return;
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}
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OVRSpatialAnchor.SaveOptions saveOptions;
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saveOptions.Storage = OVRSpace.StorageLocation.Cloud;
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_spatialAnchor.SaveAsync(saveOptions).ContinueWith((isSuccessful) =>
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{
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if (isSuccessful)
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{
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SampleController.Instance.Log("Successfully saved anchor(s) to the cloud");
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SampleController.Instance.colocationCachedAnchor = this;
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var userIds = PhotonAnchorManager.GetUserList().Select(userId => userId.ToString()).ToArray();
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ICollection<OVRSpaceUser> spaceUserList = new List<OVRSpaceUser>();
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foreach (string strUsername in PhotonAnchorManager.GetUsers())
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{
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spaceUserList.Add(new OVRSpaceUser(ulong.Parse(strUsername)));
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}
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_spatialAnchor.ShareAsync(spaceUserList).ContinueWith(OnShareComplete);
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}
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else
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{
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SampleController.Instance.Log("Saving anchor(s) failed. Possible reasons include an unsupported device.");
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}
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});
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}
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public void ReshareAnchor()
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{
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SampleController.Instance.Log(nameof(ReshareAnchor));
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if (!IsReadyToShare())
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{
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return;
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}
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OVRSpatialAnchor.SaveOptions saveOptions;
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saveOptions.Storage = OVRSpace.StorageLocation.Cloud;
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ICollection<OVRSpaceUser> spaceUserList = new List<OVRSpaceUser>();
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foreach (string strUsername in PhotonAnchorManager.GetUsers())
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{
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spaceUserList.Add(new OVRSpaceUser(ulong.Parse(strUsername)));
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}
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_spatialAnchor.ShareAsync(spaceUserList).ContinueWith(OnShareComplete);
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}
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private void OnShareComplete(OVRSpatialAnchor.OperationResult result)
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{
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SampleController.Instance.Log(nameof(OnShareComplete) + " Result: " + result);
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if (result != OVRSpatialAnchor.OperationResult.Success)
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{
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_spatialAnchor.GetComponent<CachedSharedAnchor>().sharedAnchorImage.color = Color.red;
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if (result == OVRSpatialAnchor.OperationResult.Failure_SpaceCloudStorageDisabled)
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{
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SampleController.Instance.Log(SharedAnchor.SHARE_POINT_CLOUD_DATA_ERROR);
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Application.OpenURL(SharedAnchor.SHARE_POINT_CLOUD_DATA_INFO_URL);
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}
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return;
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}
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_spatialAnchor.GetComponent<CachedSharedAnchor>().sharedAnchorImage.color = Color.green;
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SampleController.Instance.Log($"{nameof(OnShareComplete)} - UUID: {_spatialAnchor.Uuid}");
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PhotonAnchorManager.Instance.PublishAnchorUuids(new Guid[] { _spatialAnchor.Uuid }, 1, true);
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}
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public void SendLocalAnchor()
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{
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SampleController.Instance.Log("SendLocalAnchor: uuid: " + _spatialAnchor);
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var uuids = new Guid[1];
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uuids[0] = _spatialAnchor.Uuid;
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PhotonAnchorManager.Instance.PublishAnchorUuids(uuids, (uint)uuids.Length, false);
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}
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public void AlignToAnchor()
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{
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SampleController.Instance.Log("AlignToAnchor: uuid: " + _spatialAnchor.Uuid);
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Invoke(nameof(WaitAlignToAnchor), 0.1f);
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}
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private void WaitAlignToAnchor()
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{
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SampleController.Instance.Log("WaitAlignToAnchor: uuid: " + _spatialAnchor.Uuid);
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AlignPlayer.Instance.AlignToCachedAnchor(this);
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}
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}
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Assets/AnchorCaching/Scripts/CachedSharedAnchor.cs.meta
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Assets/CoLocation.meta
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Assets/CoLocation/BackgroundEnvironment/Environment.prefab
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Assets/CoLocation/BackgroundEnvironment/Environment.prefab
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
|
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* which is provided at the time of installation or download, or which
|
||||
* otherwise accompanies this software in either electronic or hard copy form.
|
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*
|
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* You may obtain a copy of the License at
|
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*
|
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* https://developer.oculus.com/licenses/oculussdk/
|
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*
|
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
|
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* distributed under the License is distributed on an "AS IS" BASIS,
|
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
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* limitations under the License.
|
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*/
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Shader "TheWorldBeyond/OppyDimension"
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{
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Properties
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{
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_SaturationAmount("Saturation Amount", Range(0 , 1)) = 1
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//_SaturationDistance("Saturation Distance", Range(0 , 1)) = 1
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_FogCubemap("Fog Cubemap", CUBE) = "white" {}
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_FogStrength("Fog Strength", Range(0 , 1)) = 1
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_FogStartDistance("Fog Start Distance", Range(0 , 100)) = 1
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_FogEndDistance("Fog End Distance", Range(0 , 2000)) = 100
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_FogExponent("Fog Exponent", Range(0 , 1)) = 1
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_LightingRamp("Lighting Ramp", 2D) = "white" {}
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_MainTex("MainTex", 2D) = "white" {}
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_TriPlanarFalloff("Triplanar Falloff", Range(0 , 10)) = 1
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_OppyPosition("Oppy Position", Vector) = (0,1000,0,0)
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_OppyRippleStrength("Oppy Ripple Strength", Range(0 , 1)) = 1
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_MaskRippleStrength("Mask Ripple Strength", Range(0, 1)) = 0
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_Color("Color", Color) = (0,0,0,0)
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_EffectPosition("Effect Position", Vector) = (0,1000,0,1)
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_EffectTimer("Effect Timer", Range(0.0,1.0)) = 1.0
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_InvertedMask("Inverted Mask", float) = 1
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[HideInInspector] _texcoord("", 2D) = "white" {}
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
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LOD 100
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CGINCLUDE
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#pragma target 3.0
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ENDCG
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AlphaToMask Off
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Cull Back
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ColorMask RGBA
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ZWrite On
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ZTest LEqual
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// the blending here (specifically the second part of each line: Min, One Zero) is what reveals Passthrough
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BlendOp Add, Min
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Blend One Zero, One Zero
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Offset 0 , 0
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Pass
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{
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Name "Base"
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Tags { "LightMode" = "ForwardBase" }
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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// only defining to not throw compilation error over Unity 5.5
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityShaderVariables.cginc"
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#include "AutoLight.cginc"
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struct vertexInput
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{
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float4 vertex : POSITION;
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half3 normal : NORMAL;
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half4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct vertexOutput
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{
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float4 vertex : SV_POSITION;
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float3 worldPos : TEXCOORD0;
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half3 worldNormal : TEXCOORD1;
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half3 projNormal : TEXCOORD2;
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half3 normalSign : TEXCOORD3;
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half3 worldViewDirection : TEXCOORD4;
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half foggingRange : TEXCOORD5;
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UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
uniform sampler2D _LightingRamp;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform half4 _MainTex_ST;
|
||||
uniform half _TriPlanarFalloff;
|
||||
uniform half4 _Color;
|
||||
uniform samplerCUBE _FogCubemap;
|
||||
uniform half _FogStartDistance;
|
||||
uniform half _FogEndDistance;
|
||||
uniform half _FogExponent;
|
||||
uniform half _SaturationAmount;
|
||||
uniform half _FogStrength;
|
||||
uniform float3 _OppyPosition;
|
||||
uniform half _OppyRippleStrength;
|
||||
uniform half _MaskRippleStrength;
|
||||
uniform float4 _EffectPosition;
|
||||
uniform float _EffectTimer;
|
||||
uniform float _InvertedMask;
|
||||
|
||||
|
||||
inline half4 TriplanarSampler(sampler2D projectedTexture, float3 worldPos, half3 normalSign, half3 projNormal, half2 tiling)
|
||||
{
|
||||
half4 xNorm = tex2D(projectedTexture, tiling * worldPos.zy * half2(normalSign.x, 1.0) + _MainTex_ST.zw);
|
||||
half4 yNorm = tex2D(projectedTexture, tiling * worldPos.xz * half2(normalSign.y, 1.0) + _MainTex_ST.zw);
|
||||
half4 zNorm = tex2D(projectedTexture, tiling * worldPos.xy * half2(-normalSign.z, 1.0) + _MainTex_ST.zw);
|
||||
return ( xNorm * projNormal.x ) + ( yNorm * projNormal.y ) + ( zNorm * projNormal.z );
|
||||
}
|
||||
|
||||
half3 fastPow(half3 a, half b) {
|
||||
return a / ((1.0 - b) * a + b);
|
||||
}
|
||||
|
||||
|
||||
vertexOutput vert(vertexInput v)
|
||||
{
|
||||
vertexOutput o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
o.worldNormal = UnityObjectToWorldNormal(v.normal);
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||
o.worldViewDirection = normalize(UnityWorldSpaceViewDir(o.worldPos));
|
||||
|
||||
o.projNormal= (pow(abs(o.worldNormal.xyz), _TriPlanarFalloff));
|
||||
o.projNormal /= (o.projNormal.x + o.projNormal.y + o.projNormal.z) + 0.00001;
|
||||
o.normalSign = sign(o.worldNormal.xyz);
|
||||
|
||||
o.foggingRange = clamp(((distance(_WorldSpaceCameraPos, o.worldPos) - _FogStartDistance) / (_FogEndDistance - _FogStartDistance)), 0.0, 1.0);
|
||||
o.foggingRange = fastPow(o.foggingRange, _FogExponent);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
|
||||
fixed4 frag(vertexOutput i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
// main texture
|
||||
half4 mainTextureTriPlanar = TriplanarSampler(_MainTex, i.worldPos, i.normalSign, i.projNormal, _MainTex_ST.xy );
|
||||
|
||||
// distance gradient
|
||||
half distanceToOppy = pow(distance(_OppyPosition, i.worldPos), 1.5);
|
||||
half distanceToOppyMask = saturate(1 - (distanceToOppy * 0.2));
|
||||
half distanceRipple = saturate(sin((distanceToOppy * 6) + (_Time.w * 2) ) * 0.5 + 0.25) * distanceToOppyMask * 4;
|
||||
// noisy mask
|
||||
half noisyMask = ((((_Time.y * 0.06 + (mainTextureTriPlanar.b * 1.73)) + (_Time.y * 0.19 + (mainTextureTriPlanar.g * 1.52))) % 1.0));
|
||||
noisyMask = abs(noisyMask - 0.5) * 2;
|
||||
|
||||
// lighting
|
||||
half halfLambert = dot(_WorldSpaceLightPos0.xyz, i.worldNormal) * 0.5 + 0.5;
|
||||
half4 lightingRamp = tex2D(_LightingRamp, halfLambert.xx);
|
||||
half4 finalLighting = (half4(_LightColor0.rgb, 0.0) * lightingRamp) + (half4(UNITY_LIGHTMODEL_AMBIENT.xyz, 0));
|
||||
half4 litTexture = (finalLighting * _Color) + (mainTextureTriPlanar.rrrr * ((noisyMask * 0.85) + (distanceRipple * _OppyRippleStrength)));
|
||||
|
||||
// fogging
|
||||
half4 foggingColor = texCUBE(_FogCubemap, i.worldViewDirection);
|
||||
half4 foggedColor = lerp(litTexture, foggingColor , (i.foggingRange * _FogStrength));
|
||||
|
||||
// desaturating
|
||||
half desaturatedColor = dot(foggedColor, half3(0.299, 0.587, 0.114));
|
||||
// saturating with distance
|
||||
half3 finalColor = lerp( desaturatedColor.xxx, foggedColor, _SaturationAmount);
|
||||
finalColor = fastPow(finalColor, 0.455);
|
||||
|
||||
// clip out pixels when toggling walls
|
||||
// this allows depth writing to still happen, ensuring that transparent effects aren't visible "through" the wall
|
||||
float radialDist = distance(i.worldPos, _EffectPosition) * 10;
|
||||
float dist = saturate(radialDist + 5 - _EffectTimer * 50);
|
||||
// "max" the ring radius
|
||||
if (_EffectTimer >= 1.0) {
|
||||
dist = 0;
|
||||
}
|
||||
float alpha = lerp(dist, 1 - dist, _InvertedMask);
|
||||
clip(alpha.r - 0.5);
|
||||
|
||||
half distanceToBall = distance(_OppyPosition, i.worldPos);
|
||||
half maskRipple = saturate(sin((distanceToBall * 20) + (_Time.w * 2)) * 0.5 + 0.25) * saturate(1 - (distanceToBall * 0.5)) * 0.7;
|
||||
maskRipple *= saturate((distanceToBall-0.2)*5);
|
||||
return half4(finalColor, maskRipple * _MaskRippleStrength);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 13f4f95493806054d841fe900535230c
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,134 @@
|
||||
/*
|
||||
* Copyright (c) Meta Platforms, Inc. and affiliates.
|
||||
* All rights reserved.
|
||||
*
|
||||
* Licensed under the Oculus SDK License Agreement (the "License");
|
||||
* you may not use the Oculus SDK except in compliance with the License,
|
||||
* which is provided at the time of installation or download, or which
|
||||
* otherwise accompanies this software in either electronic or hard copy form.
|
||||
*
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* https://developer.oculus.com/licenses/oculussdk/
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, the Oculus SDK
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
Shader "TheWorldBeyond/PassthroughWall" {
|
||||
Properties
|
||||
{
|
||||
_MainTex("Texture", 2D) = "white" {}
|
||||
_EffectPosition("Effect Position", Vector) = (0,1000,0,1)
|
||||
_EffectTimer("Effect Timer", Range(0.0,1.0)) = 1.0
|
||||
_InvertedMask("Inverted Mask", float) = 1
|
||||
_PatternTiling("Pattern Tiling", float) = 1
|
||||
|
||||
[Header(DepthTest)]
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual"
|
||||
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpColor("Blend Color", Float) = 2 //"ReverseSubtract"
|
||||
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlpha("Blend Alpha", Float) = 3 //"Min"
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType" = "Transparent" }
|
||||
LOD 100
|
||||
|
||||
Pass
|
||||
{
|
||||
// hack - comment out these 4 lines to see texture in editor view
|
||||
ZWrite Off
|
||||
ZTest[_ZTest]
|
||||
BlendOp[_BlendOpColor],[_BlendOpAlpha]
|
||||
Blend Zero One, One One
|
||||
|
||||
CGPROGRAM
|
||||
// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members center)
|
||||
//#pragma exclude_renderers d3d11
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
float4 vertWorld : TEXCOORD1;
|
||||
half3 objectScale : TEXCOORD2;
|
||||
half4 sin : TEXCOORD3;
|
||||
float4 vertexColor : COLOR;
|
||||
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
float4 _EffectPosition;
|
||||
float _EffectTimer;
|
||||
float _InvertedMask;
|
||||
float _PatternTiling;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.vertWorld = mul(unity_ObjectToWorld, v.vertex);
|
||||
float4 origin = mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0));
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
// finding object scale in the vertex shader
|
||||
o.vertexColor = (1 - v.color) * 4;
|
||||
half3x3 m = (half3x3)UNITY_MATRIX_M;
|
||||
o.objectScale = half3(
|
||||
length(half3(m[0][0], m[1][0], m[2][0])),
|
||||
length(half3(m[0][1], m[1][1], m[2][1])),
|
||||
length(half3(m[0][2], m[1][2], m[2][2]))
|
||||
);
|
||||
o.sin.x = sin(_Time.y + 0.0) * 0.5 + 0.5;
|
||||
o.sin.y = sin(_Time.y + 1.0) * 0.5 + 0.5;
|
||||
o.sin.z = sin(_Time.y + 2.0) * 0.5 + 0.5;
|
||||
o.sin.w = sin(_Time.y + 3.0) * 0.5 + 0.5;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target {
|
||||
float radialDist = distance(i.vertWorld, _EffectPosition) * 10;
|
||||
float dist = saturate(radialDist+1 - _EffectTimer * 50);
|
||||
// "max" the ring radius
|
||||
if (_EffectTimer >= 1.0) {
|
||||
dist = 0;
|
||||
}
|
||||
fixed4 col = tex2D(_MainTex, half2(i.uv.x * _PatternTiling, i.uv.y ) * _MainTex_ST.xy);
|
||||
//half debug = saturate( (abs(sin(_Time.y + 0.0)) * 4));
|
||||
|
||||
half colAnimatedR = saturate((col.r * 5) - ((i.sin.x * 5) + i.vertexColor.r));
|
||||
half colAnimatedG = saturate((col.g * 5) - ((i.sin.y * 5) + i.vertexColor.r));
|
||||
half colAnimatedB = saturate((col.b * 5) - ((i.sin.z * 5) + i.vertexColor.r));
|
||||
half colAnimatedA = saturate((col.a * 5) - ((i.sin.w * 5) + i.vertexColor.r));
|
||||
|
||||
float alpha = lerp(dist, 1 - dist, _InvertedMask);
|
||||
float final = alpha * saturate(colAnimatedR + colAnimatedG + colAnimatedB + colAnimatedA) ;
|
||||
//float final = alpha * saturate(colAnimatedR );
|
||||
|
||||
//clip(final - 0.05);
|
||||
return float4(final, final, final, final);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: afc7bc1729abe2e48b59b1844311eb67
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
291
Assets/CoLocation/BackgroundEnvironment/Shaders/ToonFoggy.shader
Normal file
291
Assets/CoLocation/BackgroundEnvironment/Shaders/ToonFoggy.shader
Normal file
@ -0,0 +1,291 @@
|
||||
/*
|
||||
* Copyright (c) Meta Platforms, Inc. and affiliates.
|
||||
* All rights reserved.
|
||||
*
|
||||
* Licensed under the Oculus SDK License Agreement (the "License");
|
||||
* you may not use the Oculus SDK except in compliance with the License,
|
||||
* which is provided at the time of installation or download, or which
|
||||
* otherwise accompanies this software in either electronic or hard copy form.
|
||||
*
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* https://developer.oculus.com/licenses/oculussdk/
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, the Oculus SDK
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
Shader "TheWorldBeyond/ToonFoggy"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_SaturationDistance("Saturation Distance", Range(0 , 1)) = 1
|
||||
_FogCubemap("Fog Cubemap", CUBE) = "white" {}
|
||||
_FogStrength("Fog Strength", Range(0 , 1)) = 1
|
||||
_FogStartDistance("Fog Start Distance", Range(0 , 100)) = 1
|
||||
_FogEndDistance("Fog End Distance", Range(0 , 2000)) = 100
|
||||
_FogExponent("Fog Exponent", Range(0 , 1)) = 1
|
||||
_LightingRamp("Lighting Ramp", 2D) = "white" {}
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
|
||||
_Color("Color", Color) = (0,0,0,0)
|
||||
_Overbrightening("Overbrightening", Range(0 , 2)) = 1
|
||||
|
||||
[HideInInspector] _texcoord("", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
|
||||
LOD 100
|
||||
|
||||
CGINCLUDE
|
||||
#pragma target 3.0
|
||||
ENDCG
|
||||
Blend Off
|
||||
AlphaToMask Off
|
||||
Cull Back
|
||||
ColorMask RGBA
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Offset 0 , 0
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Base"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
CGPROGRAM
|
||||
|
||||
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
//only defining to not throw compilation error over Unity 5.5
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
|
||||
#include "AutoLight.cginc"
|
||||
|
||||
|
||||
|
||||
struct vertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
half3 normal : NORMAL;
|
||||
half4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct vertexOutput
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
half foggingRange : TEXCOORD0;
|
||||
half3 worldNormal : TEXCOORD1;
|
||||
half2 uvMain : TEXCOORD2;
|
||||
half2 uvDetail : TEXCOORD3;
|
||||
half3 worldViewDirection : TEXCOORD4;
|
||||
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
uniform sampler2D _LightingRamp;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform half4 _MainTex_ST;
|
||||
uniform sampler2D _DetailTex;
|
||||
uniform half4 _DetailTex_ST;
|
||||
uniform half _DetailTexStrength;
|
||||
uniform half4 _Color;
|
||||
uniform samplerCUBE _FogCubemap;
|
||||
uniform half _FogStartDistance;
|
||||
uniform half _FogEndDistance;
|
||||
uniform half _FogExponent;
|
||||
uniform half _SaturationDistance;
|
||||
uniform half _FogStrength;
|
||||
uniform half _Overbrightening;
|
||||
|
||||
half3 fastPow(half3 a, half b) {
|
||||
return a / ((1.0 - b) * a + b);
|
||||
}
|
||||
|
||||
|
||||
vertexOutput vert(vertexInput v)
|
||||
{
|
||||
vertexOutput o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
o.worldNormal = UnityObjectToWorldNormal(v.normal.xyz);
|
||||
|
||||
o.uvMain = v.texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
o.uvDetail = v.texcoord * _DetailTex_ST.xy + _DetailTex_ST.zw;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||
o.worldViewDirection = normalize(UnityWorldSpaceViewDir(worldPos));
|
||||
|
||||
o.foggingRange = clamp(((distance(_WorldSpaceCameraPos, worldPos) - _FogStartDistance) / (_FogEndDistance - _FogStartDistance)), 0.0, 1.0);
|
||||
o.foggingRange = fastPow(o.foggingRange, _FogExponent);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
|
||||
fixed4 frag(vertexOutput i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
//main texture
|
||||
half4 mainTexture = tex2D(_MainTex, i.uvMain);
|
||||
|
||||
//lighting
|
||||
half halfLambert = dot(_WorldSpaceLightPos0.xyz, i.worldNormal) * 0.5 + 0.5;
|
||||
half4 lightingRamp = tex2D(_LightingRamp, halfLambert.xx);
|
||||
half4 finalLighting = (half4(_LightColor0.rgb, 0.0) * lightingRamp) + (half4(UNITY_LIGHTMODEL_AMBIENT.xyz, 0));
|
||||
half4 litTexture = (finalLighting * mainTexture * _Color) * _Overbrightening;
|
||||
|
||||
//fogging
|
||||
half4 foggingColor = texCUBE(_FogCubemap, i.worldViewDirection);
|
||||
half4 foggedColor = lerp(litTexture, foggingColor , (i.foggingRange * _FogStrength));
|
||||
|
||||
//desaturating
|
||||
half desaturatedColor = dot(foggedColor, 1.2 * half3(0.299, 0.587, 0.114));
|
||||
|
||||
//saturating with distance
|
||||
half satDistance = saturate( (_SaturationDistance * 11) - (i.foggingRange * 10) );
|
||||
half3 finalColor = lerp(foggedColor.rgb, desaturatedColor, satDistance);
|
||||
finalColor = fastPow(finalColor, 0.455);
|
||||
|
||||
return half4(finalColor, 1.0);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// secondary lights
|
||||
Pass
|
||||
{
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
//only defining to not throw compilation error over Unity 5.5
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile DIRECTIONAL POINT SPOT
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "AutoLight.cginc"
|
||||
|
||||
struct vertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
half3 normal : NORMAL;
|
||||
half4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct vertexOutput
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float3 worldPos : TEXCOORD0;
|
||||
half3 worldNormal : TEXCOORD1;
|
||||
half3 mainTexCoords : TEXCOORD2;
|
||||
half4 lightDirection : TEXCOORD3;
|
||||
half foggingRange : TEXCOORD4;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
uniform sampler2D _LightingRamp;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform half4 _MainTex_ST;
|
||||
uniform half4 _Color;
|
||||
uniform half _FogStartDistance;
|
||||
uniform half _FogEndDistance;
|
||||
uniform half _FogExponent;
|
||||
uniform half _FogStrength;
|
||||
|
||||
half4 fastPow(half4 a, half b) {
|
||||
return a / ((1.0 - b) * a + b);
|
||||
}
|
||||
|
||||
vertexOutput vert(vertexInput v)
|
||||
{
|
||||
vertexOutput o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
o.worldNormal = UnityObjectToWorldNormal(v.normal.xyz);
|
||||
|
||||
o.mainTexCoords.xyz = v.texcoord.xyz;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||
o.foggingRange = clamp(((distance(_WorldSpaceCameraPos, o.worldPos) - _FogStartDistance) / (_FogEndDistance - _FogStartDistance)), 0.0, 1.0);
|
||||
o.foggingRange = fastPow(o.foggingRange, _FogExponent);
|
||||
|
||||
|
||||
#if defined(POINT) || defined(SPOT)
|
||||
half3 fragmentToLightSource = _WorldSpaceLightPos0.xyz - o.worldPos;
|
||||
o.lightDirection = half4 (normalize(fragmentToLightSource), (1.0 / length(fragmentToLightSource)));
|
||||
#else
|
||||
o.lightDirection = half4 ((_WorldSpaceLightPos0.xyz), 1.0);
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
fixed4 frag(vertexOutput i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
//lighting
|
||||
UNITY_LIGHT_ATTENUATION(attenuation, 0, i.worldPos);
|
||||
half lambert = dot(i.lightDirection.xyz, i.worldNormal) * 0.5 + 0.5;
|
||||
half4 lightingRamp = tex2D(_LightingRamp, lambert.xx);
|
||||
half4 finalLighting = float4(_LightColor0.rgb, 0.0) * attenuation * lightingRamp;
|
||||
|
||||
//main texture
|
||||
half2 uv_MainTex = i.mainTexCoords.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
half4 mainTexture = tex2D(_MainTex, uv_MainTex);
|
||||
half4 coloredTexture = lerp( half4 (1, 1, 1, 1), (mainTexture * _Color), 0.5);
|
||||
|
||||
//fogging
|
||||
half4 foggedColor = lerp(finalLighting, half4 (0, 0, 0, 0), (i.foggingRange * _FogStrength));
|
||||
|
||||
|
||||
half4 finalColor = foggedColor * coloredTexture; //fog is black, so light strength fades to 0 with depth
|
||||
finalColor = fastPow(finalColor, 0.455);
|
||||
return finalColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 75ce53116a010f1418bfcc2db0215437
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,321 @@
|
||||
/*
|
||||
* Copyright (c) Meta Platforms, Inc. and affiliates.
|
||||
* All rights reserved.
|
||||
*
|
||||
* Licensed under the Oculus SDK License Agreement (the "License");
|
||||
* you may not use the Oculus SDK except in compliance with the License,
|
||||
* which is provided at the time of installation or download, or which
|
||||
* otherwise accompanies this software in either electronic or hard copy form.
|
||||
*
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* https://developer.oculus.com/licenses/oculussdk/
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, the Oculus SDK
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
Shader "TheWorldBeyond/ToonFoggyClouds"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_SaturationDistance("Saturation Distance", Range(0 , 1)) = 1
|
||||
_FogCubemap("Fog Cubemap", CUBE) = "white" {}
|
||||
_FogStrength("Fog Strength", Range(0 , 1)) = 1
|
||||
_FogStartDistance("Fog Start Distance", Range(0 , 100)) = 1
|
||||
_FogEndDistance("Fog End Distance", Range(0 , 2000)) = 100
|
||||
_FogExponent("Fog Exponent", Range(0 , 1)) = 1
|
||||
_LightingRamp("Lighting Ramp", 2D) = "white" {}
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_Color("Color", Color) = (0,0,0,0)
|
||||
|
||||
[HideInInspector] _texcoord("", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
|
||||
LOD 100
|
||||
|
||||
CGINCLUDE
|
||||
#pragma target 3.0
|
||||
ENDCG
|
||||
Blend Off
|
||||
AlphaToMask Off
|
||||
Cull Back
|
||||
ColorMask RGBA
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Offset 0 , 0
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Base"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
CGPROGRAM
|
||||
|
||||
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
//only defining to not throw compilation error over Unity 5.5
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ SHADOWS_SCREEN
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
|
||||
#include "AutoLight.cginc"
|
||||
|
||||
|
||||
|
||||
struct vertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
half4 color : COLOR;
|
||||
float3 normal : NORMAL;
|
||||
half4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct vertexOutput
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float3 worldPos : TEXCOORD0;
|
||||
|
||||
half4 worldNormal : TEXCOORD1;
|
||||
half3 mainTexCoords : TEXCOORD2;
|
||||
SHADOW_COORDS(3) // put shadows data into TEXCOORD 3
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
uniform sampler2D _LightingRamp;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform half4 _MainTex_ST;
|
||||
uniform half4 _Color;
|
||||
uniform samplerCUBE _FogCubemap;
|
||||
uniform half _FogStartDistance;
|
||||
uniform half _FogEndDistance;
|
||||
uniform half _FogExponent;
|
||||
uniform half _SaturationDistance;
|
||||
uniform half _FogStrength;
|
||||
|
||||
|
||||
|
||||
|
||||
vertexOutput vert(vertexInput v)
|
||||
{
|
||||
vertexOutput o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
o.worldNormal.xyz = UnityObjectToWorldNormal(v.normal);
|
||||
o.worldNormal.w = 0; //setting value to unused interpolator channels and avoid initialization warnings
|
||||
|
||||
o.mainTexCoords.xyz = v.texcoord.xyz;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||
|
||||
TRANSFER_SHADOW(o) // compute shadows data
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
|
||||
fixed4 frag(vertexOutput i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
//main texture
|
||||
half2 uv_MainTex = i.mainTexCoords.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
half4 mainTexture = tex2D(_MainTex, uv_MainTex);
|
||||
|
||||
//normal lighting
|
||||
half halfLambert = dot(_WorldSpaceLightPos0.xyz, i.worldNormal.xyz) * 0.5 + 0.5;
|
||||
//back lighting
|
||||
half3 worldSpaceLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
|
||||
half dotViewWithLight = dot(worldSpaceLightDir, normalize(i.worldPos)) * 0.4 + 0.3;
|
||||
//summed lighting
|
||||
half2 lightingRampUVs = saturate(halfLambert + dotViewWithLight).xx;
|
||||
half4 lightingRamp = tex2D(_LightingRamp, lightingRampUVs);
|
||||
half4 finalLighting = (half4(_LightColor0.rgb, 0.0) * SHADOW_ATTENUATION(i) * lightingRamp) + (half4(UNITY_LIGHTMODEL_AMBIENT.xyz, 0));
|
||||
half4 litTexture = (finalLighting * mainTexture * _Color);
|
||||
|
||||
//fogging
|
||||
half3 worldViewDirection = normalize(UnityWorldSpaceViewDir(i.worldPos));
|
||||
half4 foggingColor = texCUBE(_FogCubemap, worldViewDirection);
|
||||
float FoggingRange = clamp(((distance(_WorldSpaceCameraPos, i.worldPos) - _FogStartDistance) / (_FogEndDistance - _FogStartDistance)), 0.0, 1.0);
|
||||
FoggingRange = pow(FoggingRange, _FogExponent);
|
||||
half4 foggedColor = lerp(litTexture, foggingColor , (FoggingRange * _FogStrength));
|
||||
|
||||
//desaturating
|
||||
half desaturatedColor = dot(foggedColor, 1.2 * half3(0.299, 0.587, 0.114));
|
||||
|
||||
//saturating with distance
|
||||
half satDistance = saturate( (_SaturationDistance * 11) - (FoggingRange * 10) );
|
||||
half3 blackAndWhiteToColor = lerp(foggedColor, desaturatedColor, satDistance);
|
||||
|
||||
half4 finalColor = half4(blackAndWhiteToColor.rgb, 1.0);
|
||||
return finalColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// secondary lights
|
||||
Pass
|
||||
{
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
//only defining to not throw compilation error over Unity 5.5
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile DIRECTIONAL POINT SPOT
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "AutoLight.cginc"
|
||||
|
||||
struct vertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
half4 color : COLOR;
|
||||
float3 normal : NORMAL;
|
||||
half4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct vertexOutput
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float3 worldPos : TEXCOORD0;
|
||||
half4 worldNormal : TEXCOORD1;
|
||||
half3 mainTexCoords : TEXCOORD2;
|
||||
half4 lightDirection : TEXCOORD3;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
uniform sampler2D _LightingRamp;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform half4 _MainTex_ST;
|
||||
uniform half4 _Color;
|
||||
uniform half _FogStartDistance;
|
||||
uniform half _FogEndDistance;
|
||||
uniform half _FogExponent;
|
||||
uniform half _FogStrength;
|
||||
|
||||
vertexOutput vert(vertexInput v)
|
||||
{
|
||||
vertexOutput o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
o.worldNormal.xyz = UnityObjectToWorldNormal(v.normal);
|
||||
o.worldNormal.w = 0; //setting value to unused interpolator channels and avoid initialization warnings
|
||||
|
||||
o.mainTexCoords.xyz = v.texcoord.xyz;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||
|
||||
#if defined(POINT) || defined(SPOT)
|
||||
half3 fragmentToLightSource = _WorldSpaceLightPos0.xyz - o.worldPos;
|
||||
o.lightDirection = half4 (normalize(fragmentToLightSource), (1.0 / length(fragmentToLightSource)));
|
||||
#else
|
||||
o.lightDirection = half4 ((_WorldSpaceLightPos0.xyz), 1.0);
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
fixed4 frag(vertexOutput i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
//lighting
|
||||
UNITY_LIGHT_ATTENUATION(attenuation, 0, i.worldPos);
|
||||
half lambert = dot(i.lightDirection.xyz, i.worldNormal.xyz) * 0.5 + 0.5;
|
||||
half4 lightingRamp = tex2D(_LightingRamp, lambert.xx);
|
||||
half4 finalLighting = float4(_LightColor0.rgb, 0.0) * attenuation * lightingRamp;
|
||||
|
||||
//main texture
|
||||
half2 uv_MainTex = i.mainTexCoords.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
half4 mainTexture = tex2D(_MainTex, uv_MainTex);
|
||||
half4 coloredTexture = lerp( half4 (1, 1, 1, 1), (mainTexture * _Color), 0.5);
|
||||
|
||||
//fogging
|
||||
float FoggingRange = clamp(((distance(_WorldSpaceCameraPos, i.worldPos) - _FogStartDistance) / (_FogEndDistance - _FogStartDistance)), 0.0, 1.0);
|
||||
FoggingRange = pow(FoggingRange, _FogExponent);
|
||||
|
||||
half4 foggedColor = lerp(finalLighting, half4 (0, 0, 0, 0), (FoggingRange * _FogStrength));
|
||||
half4 finalColor = foggedColor * coloredTexture;
|
||||
|
||||
return finalColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////
|
||||
// shadow caster
|
||||
Pass
|
||||
{
|
||||
Tags {"LightMode" = "ShadowCaster"}
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_shadowcaster
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct vertexOutput {
|
||||
V2F_SHADOW_CASTER;
|
||||
float4 posWorld : TEXCOORD4;
|
||||
};
|
||||
|
||||
vertexOutput vert(appdata_base v)
|
||||
{
|
||||
vertexOutput o;
|
||||
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||||
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 frag(vertexOutput i) : SV_Target
|
||||
{
|
||||
half3 vertexPos = mul(unity_WorldToObject, half4(i.posWorld));
|
||||
SHADOW_CASTER_FRAGMENT(i)
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6148aac3e6ea27841af35b978f4aa2ed
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,165 @@
|
||||
/*
|
||||
* Copyright (c) Meta Platforms, Inc. and affiliates.
|
||||
* All rights reserved.
|
||||
*
|
||||
* Licensed under the Oculus SDK License Agreement (the "License");
|
||||
* you may not use the Oculus SDK except in compliance with the License,
|
||||
* which is provided at the time of installation or download, or which
|
||||
* otherwise accompanies this software in either electronic or hard copy form.
|
||||
*
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* https://developer.oculus.com/licenses/oculussdk/
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, the Oculus SDK
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
Shader "TheWorldBeyond/ToonFoggyEmissive"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_SaturationDistance("Saturation Distance", Range(0 , 1)) = 1
|
||||
_FogCubemap("Fog Cubemap", CUBE) = "white" {}
|
||||
_FogStrength("Fog Strength", Range(0 , 1)) = 1
|
||||
_FogStartDistance("Fog Start Distance", Range(0 , 100)) = 1
|
||||
_FogEndDistance("Fog End Distance", Range(0 , 2000)) = 100
|
||||
_FogExponent("Fog Exponent", Range(0 , 1)) = 1
|
||||
_LightingRamp("Lighting Ramp", 2D) = "white" {}
|
||||
|
||||
|
||||
_Color("Color", Color) = (0,0,0,0)
|
||||
_Overbrightening("Overbrightening", Range(0 , 2)) = 1
|
||||
|
||||
_EmissionColor("Emission Color", Color) = (0, 0, 0, 1)
|
||||
_Emission("Emission", Range(0, 1)) = 1
|
||||
|
||||
[HideInInspector] _texcoord("", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
|
||||
LOD 100
|
||||
|
||||
CGINCLUDE
|
||||
#pragma target 3.0
|
||||
ENDCG
|
||||
Blend Off
|
||||
AlphaToMask Off
|
||||
Cull Back
|
||||
ColorMask RGBA
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Offset 0 , 0
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Base"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
CGPROGRAM
|
||||
|
||||
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
//only defining to not throw compilation error over Unity 5.5
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ SHADOWS_SCREEN
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
|
||||
#include "AutoLight.cginc"
|
||||
|
||||
|
||||
|
||||
struct vertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
half3 normal : NORMAL;
|
||||
half4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct vertexOutput
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float foggingRange : TEXCOORD0;
|
||||
|
||||
half3 worldNormal : TEXCOORD1;
|
||||
half3 mainTexCoords : TEXCOORD2;
|
||||
half3 worldViewDirection : TEXCOORD3;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
uniform sampler2D _LightingRamp;
|
||||
uniform half4 _Color;
|
||||
uniform samplerCUBE _FogCubemap;
|
||||
uniform half _FogStartDistance;
|
||||
uniform half _FogEndDistance;
|
||||
uniform half _FogExponent;
|
||||
uniform half _SaturationDistance;
|
||||
uniform half _FogStrength;
|
||||
uniform half _Overbrightening;
|
||||
|
||||
uniform half _Emission;
|
||||
uniform half4 _EmissionColor;
|
||||
|
||||
half3 fastPow(half3 a, half b) {
|
||||
return a / ((1.0 - b) * a + b);
|
||||
}
|
||||
|
||||
vertexOutput vert(vertexInput v)
|
||||
{
|
||||
vertexOutput o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
o.worldNormal = UnityObjectToWorldNormal(v.normal.xyz);
|
||||
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||
o.worldViewDirection = normalize(UnityWorldSpaceViewDir(worldPos));
|
||||
|
||||
o.foggingRange = clamp(((distance(_WorldSpaceCameraPos, worldPos) - _FogStartDistance) / (_FogEndDistance - _FogStartDistance)), 0.0, 1.0);
|
||||
o.foggingRange = fastPow(o.foggingRange, _FogExponent);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
half4 frag(vertexOutput i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
//lighting
|
||||
half halfLambert = dot(_WorldSpaceLightPos0.xyz, i.worldNormal) * 0.5 + 0.5;
|
||||
half4 lightingRamp = tex2D(_LightingRamp, halfLambert.xx);
|
||||
half4 finalLighting = (half4(_LightColor0.rgb, 0.0) * lightingRamp) + (half4(UNITY_LIGHTMODEL_AMBIENT.xyz, 0));
|
||||
half4 litTexture = (finalLighting * _Color) * _Overbrightening;
|
||||
litTexture += _EmissionColor * _Emission;
|
||||
|
||||
//fogging
|
||||
half4 foggingColor = texCUBE(_FogCubemap, i.worldViewDirection);
|
||||
half3 finalColor = lerp(litTexture.rgb, foggingColor.rgb, (i.foggingRange * _FogStrength));
|
||||
finalColor = fastPow(finalColor, 0.454);
|
||||
return half4(finalColor, 1.0);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b5d7459a904fef140a6b8897a523c078
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,296 @@
|
||||
/*
|
||||
* Copyright (c) Meta Platforms, Inc. and affiliates.
|
||||
* All rights reserved.
|
||||
*
|
||||
* Licensed under the Oculus SDK License Agreement (the "License");
|
||||
* you may not use the Oculus SDK except in compliance with the License,
|
||||
* which is provided at the time of installation or download, or which
|
||||
* otherwise accompanies this software in either electronic or hard copy form.
|
||||
*
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* https://developer.oculus.com/licenses/oculussdk/
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, the Oculus SDK
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
Shader "TheWorldBeyond/ToonFoggy with detail"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_SaturationDistance("Saturation Distance", Range(0 , 1)) = 1
|
||||
_FogCubemap("Fog Cubemap", CUBE) = "white" {}
|
||||
_FogStrength("Fog Strength", Range(0 , 1)) = 1
|
||||
_FogStartDistance("Fog Start Distance", Range(0 , 100)) = 1
|
||||
_FogEndDistance("Fog End Distance", Range(0 , 2000)) = 100
|
||||
_FogExponent("Fog Exponent", Range(0 , 1)) = 1
|
||||
_LightingRamp("Lighting Ramp", 2D) = "white" {}
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_DetailTex("Detail Texture", 2D) = "gray" {}
|
||||
_DetailTexStrength("Detail Texture Strength", Range(0 , 1)) = 1
|
||||
|
||||
_Color("Color", Color) = (0,0,0,0)
|
||||
_Overbrightening("Overbrightening", Range(0 , 2)) = 1
|
||||
|
||||
[HideInInspector] _texcoord("", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
|
||||
LOD 100
|
||||
|
||||
CGINCLUDE
|
||||
#pragma target 3.0
|
||||
ENDCG
|
||||
Blend Off
|
||||
AlphaToMask Off
|
||||
Cull Back
|
||||
ColorMask RGBA
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Offset 0 , 0
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Base"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
CGPROGRAM
|
||||
|
||||
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
//only defining to not throw compilation error over Unity 5.5
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ SHADOWS_SCREEN
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
|
||||
#include "AutoLight.cginc"
|
||||
|
||||
|
||||
|
||||
struct vertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
half3 normal : NORMAL;
|
||||
half4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct vertexOutput
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float3 worldPos : TEXCOORD0;
|
||||
|
||||
half3 worldNormal : TEXCOORD1;
|
||||
half2 uvMain : TEXCOORD2;
|
||||
half2 uvDetail : TEXCOORD4;
|
||||
half3 worldViewDirection : TEXCOORD5;
|
||||
|
||||
half foggingRange : TEXCOORD3;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
uniform sampler2D _LightingRamp;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform half4 _MainTex_ST;
|
||||
uniform sampler2D _DetailTex;
|
||||
uniform half4 _DetailTex_ST;
|
||||
uniform half _DetailTexStrength;
|
||||
uniform half4 _Color;
|
||||
uniform samplerCUBE _FogCubemap;
|
||||
uniform half _FogStartDistance;
|
||||
uniform half _FogEndDistance;
|
||||
uniform half _FogExponent;
|
||||
uniform half _SaturationDistance;
|
||||
uniform half _FogStrength;
|
||||
uniform half _Overbrightening;
|
||||
|
||||
half4 fastPow(half4 a, half b) {
|
||||
return a / ((1.0 - b) * a + b);
|
||||
}
|
||||
|
||||
|
||||
vertexOutput vert(vertexInput v)
|
||||
{
|
||||
vertexOutput o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
o.worldNormal = UnityObjectToWorldNormal(v.normal.xyz);
|
||||
|
||||
o.uvMain = v.texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
o.uvDetail = v.texcoord * _DetailTex_ST.xy + _DetailTex_ST.zw;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||
o.worldViewDirection = normalize(UnityWorldSpaceViewDir(o.worldPos));
|
||||
|
||||
o.foggingRange = clamp(((distance(_WorldSpaceCameraPos, o.worldPos) - _FogStartDistance) / (_FogEndDistance - _FogStartDistance)), 0.0, 1.0);
|
||||
o.foggingRange = fastPow(o.foggingRange, _FogExponent);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
|
||||
fixed4 frag(vertexOutput i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
//main texture
|
||||
half4 mainTexture = tex2D(_MainTex, i.uvMain);
|
||||
half4 detailTexture = tex2D(_DetailTex, i.uvDetail);
|
||||
//detailTexture = pow(detailTexture, 0.454);
|
||||
half4 summedTexture = mainTexture + ((detailTexture - 0.5) * (_DetailTexStrength * mainTexture.a));
|
||||
|
||||
//lighting
|
||||
half halfLambert = dot(_WorldSpaceLightPos0.xyz, i.worldNormal) * 0.5 + 0.5;
|
||||
half4 lightingRamp = tex2D(_LightingRamp, halfLambert.xx);
|
||||
half4 finalLighting = (half4(_LightColor0.rgb, 0.0) * lightingRamp) + (half4(UNITY_LIGHTMODEL_AMBIENT.xyz, 0));
|
||||
half4 litTexture = (finalLighting * summedTexture * _Color) * _Overbrightening;
|
||||
|
||||
//fogging
|
||||
half4 foggingColor = texCUBE(_FogCubemap, i.worldViewDirection);
|
||||
half4 foggedColor = lerp(litTexture, foggingColor , (i.foggingRange * _FogStrength));
|
||||
|
||||
//desaturating
|
||||
half desaturatedColor = dot(foggedColor, 1.2 * half3(0.299, 0.587, 0.114));
|
||||
|
||||
//saturating with distance
|
||||
half satDistance = saturate( (_SaturationDistance * 11) - (i.foggingRange * 10) );
|
||||
half3 blackAndWhiteToColor = lerp(foggedColor, desaturatedColor, satDistance);
|
||||
|
||||
half4 finalColor = half4(blackAndWhiteToColor.rgb, 1.0);
|
||||
return fastPow(finalColor, 0.455);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// secondary lights
|
||||
Pass
|
||||
{
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
//only defining to not throw compilation error over Unity 5.5
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile DIRECTIONAL POINT SPOT
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "AutoLight.cginc"
|
||||
|
||||
struct vertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
half3 normal : NORMAL;
|
||||
half4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct vertexOutput
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float3 worldPos : TEXCOORD0;
|
||||
half3 worldNormal : TEXCOORD1;
|
||||
half3 mainTexCoords : TEXCOORD2;
|
||||
half4 lightDirection : TEXCOORD3;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
uniform sampler2D _LightingRamp;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform half4 _MainTex_ST;
|
||||
uniform half4 _Color;
|
||||
uniform half _FogStartDistance;
|
||||
uniform half _FogEndDistance;
|
||||
uniform half _FogExponent;
|
||||
uniform half _FogStrength;
|
||||
|
||||
half4 fastPow(half4 a, half b) {
|
||||
return a / ((1.0 - b) * a + b);
|
||||
}
|
||||
|
||||
vertexOutput vert(vertexInput v)
|
||||
{
|
||||
vertexOutput o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
o.worldNormal = UnityObjectToWorldNormal(v.normal.xyz);
|
||||
|
||||
o.mainTexCoords.xyz = v.texcoord.xyz;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||
|
||||
#if defined(POINT) || defined(SPOT)
|
||||
half3 fragmentToLightSource = _WorldSpaceLightPos0.xyz - o.worldPos;
|
||||
o.lightDirection = half4 (normalize(fragmentToLightSource), (1.0 / length(fragmentToLightSource)));
|
||||
#else
|
||||
o.lightDirection = half4 ((_WorldSpaceLightPos0.xyz), 1.0);
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
fixed4 frag(vertexOutput i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
//lighting
|
||||
UNITY_LIGHT_ATTENUATION(attenuation, 0, i.worldPos);
|
||||
half lambert = dot(i.lightDirection.xyz, i.worldNormal) * 0.5 + 0.5;
|
||||
half4 lightingRamp = tex2D(_LightingRamp, lambert.xx);
|
||||
half4 finalLighting = float4(_LightColor0.rgb, 0.0) * attenuation * lightingRamp;
|
||||
|
||||
//main texture
|
||||
half2 uv_MainTex = i.mainTexCoords.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
half4 mainTexture = tex2D(_MainTex, uv_MainTex);
|
||||
half4 coloredTexture = lerp( half4 (1, 1, 1, 1), (mainTexture * _Color), 0.5);
|
||||
|
||||
//fogging
|
||||
float FoggingRange = clamp(((distance(_WorldSpaceCameraPos, i.worldPos) - _FogStartDistance) / (_FogEndDistance - _FogStartDistance)), 0.0, 1.0);
|
||||
FoggingRange = fastPow(FoggingRange, _FogExponent);
|
||||
half4 foggedColor = lerp(finalLighting, half4 (0, 0, 0, 0), (FoggingRange * _FogStrength));
|
||||
|
||||
|
||||
half4 finalColor = foggedColor * coloredTexture; //fog is black, so light strength fades to 0 with depth
|
||||
finalColor = fastPow(finalColor, 0.455);
|
||||
return finalColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f721af9f1d138854dacb3a41c4646764
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
168
Assets/CoLocation/BackgroundEnvironment/Shaders/ToonSky.shader
Normal file
168
Assets/CoLocation/BackgroundEnvironment/Shaders/ToonSky.shader
Normal file
@ -0,0 +1,168 @@
|
||||
/*
|
||||
* Copyright (c) Meta Platforms, Inc. and affiliates.
|
||||
* All rights reserved.
|
||||
*
|
||||
* Licensed under the Oculus SDK License Agreement (the "License");
|
||||
* you may not use the Oculus SDK except in compliance with the License,
|
||||
* which is provided at the time of installation or download, or which
|
||||
* otherwise accompanies this software in either electronic or hard copy form.
|
||||
*
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* https://developer.oculus.com/licenses/oculussdk/
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, the Oculus SDK
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
Shader "TheWorldBeyond/ToonSky"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_SaturationDistance("Saturation Distance", Range(0 , 1)) = 1
|
||||
_FogCubemap("Fog Cubemap", CUBE) = "white" {}
|
||||
_FogStrength("Fog Strength", Range(0 , 1)) = 1
|
||||
_FogStartDistance("Fog Start Distance", Range(0 , 100)) = 1
|
||||
_FogEndDistance("Fog End Distance", Range(0 , 2000)) = 100
|
||||
_FogExponent("Fog Exponent", Range(0 , 1)) = 1
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
|
||||
_CloudColor("Cloud Color", Color) = (0,0,0,0)
|
||||
_CloudMixStrength("Cloud Mix Strength", Range(0 , 1)) = 1
|
||||
|
||||
_MountainColor("Mountains Color", Color) = (0,0,0,0)
|
||||
_MountainMixStrength("Mountain Mix Strength", Range(0 , 1)) = 1
|
||||
|
||||
[HideInInspector] _texcoord("", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
|
||||
LOD 100
|
||||
|
||||
CGINCLUDE
|
||||
#pragma target 3.0
|
||||
ENDCG
|
||||
Blend Off
|
||||
AlphaToMask Off
|
||||
Cull Back
|
||||
ColorMask RGBA
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Offset 0 , 0
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Base"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
CGPROGRAM
|
||||
|
||||
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
//only defining to not throw compilation error over Unity 5.5
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
|
||||
|
||||
|
||||
|
||||
struct vertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
half3 normal : NORMAL;
|
||||
half4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct vertexOutput
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
half foggingRange : TEXCOORD0;
|
||||
half3 worldNormal : TEXCOORD1;
|
||||
half2 mainTexCoords : TEXCOORD2;
|
||||
half3 worldViewDirection : TEXCOORD3;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
|
||||
uniform samplerCUBE _FogCubemap;
|
||||
uniform half _FogStartDistance;
|
||||
uniform half _FogEndDistance;
|
||||
uniform half _FogExponent;
|
||||
uniform half _SaturationDistance;
|
||||
uniform half _FogStrength;
|
||||
uniform half _CloudMixStrength;
|
||||
uniform half _MountainMixStrength;
|
||||
uniform half4 _CloudColor;
|
||||
uniform half4 _MountainColor;
|
||||
|
||||
half3 fastPow(half3 a, half b) {
|
||||
return a / ((1.0 - b) * a + b);
|
||||
}
|
||||
|
||||
vertexOutput vert(vertexInput v)
|
||||
{
|
||||
vertexOutput o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
o.worldNormal = UnityObjectToWorldNormal(v.normal.xyz);
|
||||
o.mainTexCoords.xy = v.texcoord.xy * half2(2, 1);
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||
o.worldViewDirection = normalize(UnityWorldSpaceViewDir(worldPos));
|
||||
o.foggingRange = clamp(((distance(_WorldSpaceCameraPos, worldPos) - _FogStartDistance) / (_FogEndDistance - _FogStartDistance)), 0.0, 1.0);
|
||||
o.foggingRange = fastPow(o.foggingRange, _FogExponent);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
|
||||
fixed4 frag(vertexOutput i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
//main texture
|
||||
half4 mainTexture = tex2D(_MainTex, i.mainTexCoords);
|
||||
|
||||
//fogging
|
||||
half4 foggingColor = texCUBE(_FogCubemap, i.worldViewDirection);
|
||||
|
||||
|
||||
// lay clouds over fog color
|
||||
half4 clouds = lerp(foggingColor, _CloudColor, (mainTexture.r * _CloudMixStrength));
|
||||
// lay mountains over fog color
|
||||
half4 mountains = lerp(foggingColor, _MountainColor, (mainTexture.g * _MountainMixStrength));
|
||||
// lay fogged mountains over fogged clouds
|
||||
half4 mountainsOverClouds = lerp(clouds, mountains, (mainTexture.b));
|
||||
|
||||
//desaturating
|
||||
half desaturatedColor = dot(mountainsOverClouds, 1.2 * half3(0.299, 0.587, 0.114));
|
||||
|
||||
//saturating with distance
|
||||
half satDistance = saturate( (_SaturationDistance * 11) - (i.foggingRange * 10) );
|
||||
half3 finalColor = lerp(mountainsOverClouds, desaturatedColor, satDistance);
|
||||
finalColor = fastPow(finalColor, 0.455);
|
||||
return half4(finalColor.rgb, 1.0);
|
||||
}
|
||||
ENDCG
|
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}
|
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|
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}
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ShaderImporter:
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nonModifiableTextures: []
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Assets/CoLocation/BackgroundEnvironment/Shaders/scrap.shader
Normal file
159
Assets/CoLocation/BackgroundEnvironment/Shaders/scrap.shader
Normal file
@ -0,0 +1,159 @@
|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "scrap"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
|
||||
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 100
|
||||
|
||||
CGINCLUDE
|
||||
#pragma target 3.0
|
||||
ENDCG
|
||||
Blend Off
|
||||
AlphaToMask Off
|
||||
Cull Back
|
||||
ColorMask RGBA
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Offset 0 , 0
|
||||
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Unlit"
|
||||
Tags { "LightMode"="ForwardBase" }
|
||||
CGPROGRAM
|
||||
|
||||
|
||||
|
||||
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
//only defining to not throw compilation error over Unity 5.5
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_instancing
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
float3 worldPos : TEXCOORD0;
|
||||
#endif
|
||||
float4 ase_texcoord1 : TEXCOORD1;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
|
||||
v2f vert ( appdata v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
o.ase_texcoord1 = v.vertex;
|
||||
float3 vertexValue = float3(0, 0, 0);
|
||||
#if ASE_ABSOLUTE_VERTEX_POS
|
||||
vertexValue = v.vertex.xyz;
|
||||
#endif
|
||||
vertexValue = vertexValue;
|
||||
#if ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
fixed4 finalColor;
|
||||
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
float3 WorldPosition = i.worldPos;
|
||||
#endif
|
||||
|
||||
|
||||
finalColor = float4( pow( i.ase_texcoord1.xyz , 3.0 ) , 0.0 );
|
||||
return finalColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
|
||||
|
||||
}
|
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||||
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||||
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Normal file
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Normal file
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Assets/CoLocation/BackgroundEnvironment/materials/UFOMat.mat
Normal file
115
Assets/CoLocation/BackgroundEnvironment/materials/UFOMat.mat
Normal file
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Reference in New Issue
Block a user