Initial Push

- Globe Asset
- Spatial Anchors
- Photon Implementation
- Scripts for Globe Control and Initial Country Colorizing
- Script for Reading csv file
This commit is contained in:
Negin Soltani 2024-05-16 14:41:23 +02:00
parent 7c50092c7c
commit 37239732ac
1775 changed files with 1166475 additions and 0 deletions
.DS_Store
Assets
AnchorCaching.meta
AnchorCaching
CoLocation.meta
CoLocation
BackgroundEnvironment.meta
BackgroundEnvironment
Environment.prefabEnvironment.prefab.metaShaders.meta
Shaders
materials.meta
materials
mesh.meta
mesh
prefab.meta
prefab

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/*
* 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.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Linq;
using System;
public class CachedSharedAnchor : MonoBehaviour
{
private OVRSpatialAnchor _spatialAnchor;
public bool IsSavedLocally;
public bool IsAutoAlign = true;
bool anchorSuccessfullyShared = false;
public bool IsAnchorShared
{
get { return anchorSuccessfullyShared; }
set
{
anchorSuccessfullyShared = value;
sharedAnchorImage.color = Color.green;
}
}
[SerializeField]
Image sharedAnchorImage;
private void Awake()
{
_spatialAnchor = GetComponent<OVRSpatialAnchor>();
}
private IEnumerator Start()
{
while (_spatialAnchor && !_spatialAnchor.Created)
{
yield return null;
}
if (_spatialAnchor == null)
{
Destroy(gameObject);
}
yield return new WaitForSeconds(0.1f);
if (!IsSavedLocally)
{
SaveLocal();
yield return new WaitForEndOfFrame();
}
if (!IsAnchorShared)
{
yield return new WaitForSeconds(0.5f);
sharedAnchorImage.color = Color.white;
ShareAnchor();
}
if (IsAutoAlign)
{
AlignToAnchor();
}
}
public void SaveLocal()
{
SampleController.Instance.Log(nameof(SaveLocal));
if (_spatialAnchor == null)
{
return;
}
_spatialAnchor.SaveAsync().ContinueWith((isSuccessful) =>
{
if (isSuccessful)
{
IsSavedLocally = true;
// store the most recently used anchor uuid.
// It will be used on subsequent sessions for faster colocation.
string anchorUuid = _spatialAnchor.Uuid.ToString();
PlayerPrefs.SetString("cached_anchor_uuid", anchorUuid);
PlayerPrefs.Save();
SampleController.Instance.Log($"Successfully Saved cached spatial anchor: {anchorUuid}");
}
else
{
SampleController.Instance.LogError($"Failed to save spatial anchor to local storage");
}
});
}
private bool IsReadyToShare()
{
var userIds = PhotonAnchorManager.GetUserList().Select(userId => userId.ToString()).ToArray();
if (userIds.Length == 0)
{
SampleController.Instance.Log("Can't share - no users to share with or can't get the user ids through photon custom properties");
return false;
}
if (_spatialAnchor == null)
{
SampleController.Instance.Log("Can't share - no associated spatial anchor");
return false;
}
return true;
}
public void ShareAnchor()
{
SampleController.Instance.Log(nameof(ShareAnchor));
if (!IsReadyToShare())
{
return;
}
OVRSpatialAnchor.SaveOptions saveOptions;
saveOptions.Storage = OVRSpace.StorageLocation.Cloud;
_spatialAnchor.SaveAsync(saveOptions).ContinueWith((isSuccessful) =>
{
if (isSuccessful)
{
SampleController.Instance.Log("Successfully saved anchor(s) to the cloud");
SampleController.Instance.colocationCachedAnchor = this;
var userIds = PhotonAnchorManager.GetUserList().Select(userId => userId.ToString()).ToArray();
ICollection<OVRSpaceUser> spaceUserList = new List<OVRSpaceUser>();
foreach (string strUsername in PhotonAnchorManager.GetUsers())
{
spaceUserList.Add(new OVRSpaceUser(ulong.Parse(strUsername)));
}
_spatialAnchor.ShareAsync(spaceUserList).ContinueWith(OnShareComplete);
}
else
{
SampleController.Instance.Log("Saving anchor(s) failed. Possible reasons include an unsupported device.");
}
});
}
public void ReshareAnchor()
{
SampleController.Instance.Log(nameof(ReshareAnchor));
if (!IsReadyToShare())
{
return;
}
OVRSpatialAnchor.SaveOptions saveOptions;
saveOptions.Storage = OVRSpace.StorageLocation.Cloud;
ICollection<OVRSpaceUser> spaceUserList = new List<OVRSpaceUser>();
foreach (string strUsername in PhotonAnchorManager.GetUsers())
{
spaceUserList.Add(new OVRSpaceUser(ulong.Parse(strUsername)));
}
_spatialAnchor.ShareAsync(spaceUserList).ContinueWith(OnShareComplete);
}
private void OnShareComplete(OVRSpatialAnchor.OperationResult result)
{
SampleController.Instance.Log(nameof(OnShareComplete) + " Result: " + result);
if (result != OVRSpatialAnchor.OperationResult.Success)
{
_spatialAnchor.GetComponent<CachedSharedAnchor>().sharedAnchorImage.color = Color.red;
if (result == OVRSpatialAnchor.OperationResult.Failure_SpaceCloudStorageDisabled)
{
SampleController.Instance.Log(SharedAnchor.SHARE_POINT_CLOUD_DATA_ERROR);
Application.OpenURL(SharedAnchor.SHARE_POINT_CLOUD_DATA_INFO_URL);
}
return;
}
_spatialAnchor.GetComponent<CachedSharedAnchor>().sharedAnchorImage.color = Color.green;
SampleController.Instance.Log($"{nameof(OnShareComplete)} - UUID: {_spatialAnchor.Uuid}");
PhotonAnchorManager.Instance.PublishAnchorUuids(new Guid[] { _spatialAnchor.Uuid }, 1, true);
}
public void SendLocalAnchor()
{
SampleController.Instance.Log("SendLocalAnchor: uuid: " + _spatialAnchor);
var uuids = new Guid[1];
uuids[0] = _spatialAnchor.Uuid;
PhotonAnchorManager.Instance.PublishAnchorUuids(uuids, (uint)uuids.Length, false);
}
public void AlignToAnchor()
{
SampleController.Instance.Log("AlignToAnchor: uuid: " + _spatialAnchor.Uuid);
Invoke(nameof(WaitAlignToAnchor), 0.1f);
}
private void WaitAlignToAnchor()
{
SampleController.Instance.Log("WaitAlignToAnchor: uuid: " + _spatialAnchor.Uuid);
AlignPlayer.Instance.AlignToCachedAnchor(this);
}
}

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/*
* 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/OppyDimension"
{
Properties
{
_SaturationAmount("Saturation Amount", Range(0 , 1)) = 1
//_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" {}
_TriPlanarFalloff("Triplanar Falloff", Range(0 , 10)) = 1
_OppyPosition("Oppy Position", Vector) = (0,1000,0,0)
_OppyRippleStrength("Oppy Ripple Strength", Range(0 , 1)) = 1
_MaskRippleStrength("Mask Ripple Strength", Range(0, 1)) = 0
_Color("Color", Color) = (0,0,0,0)
_EffectPosition("Effect Position", Vector) = (0,1000,0,1)
_EffectTimer("Effect Timer", Range(0.0,1.0)) = 1.0
_InvertedMask("Inverted Mask", float) = 1
[HideInInspector] _texcoord("", 2D) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
AlphaToMask Off
Cull Back
ColorMask RGBA
ZWrite On
ZTest LEqual
// the blending here (specifically the second part of each line: Min, One Zero) is what reveals Passthrough
BlendOp Add, Min
Blend One Zero, One Zero
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;
float3 worldPos : TEXCOORD0;
half3 worldNormal : TEXCOORD1;
half3 projNormal : TEXCOORD2;
half3 normalSign : TEXCOORD3;
half3 worldViewDirection : TEXCOORD4;
half foggingRange : TEXCOORD5;
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
}
}
}

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/*
* 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
}
}
}

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/*
* 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 @@
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/*
* 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 @@
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/*
* 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 @@
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/*
* 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
}
}
}

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/*
* 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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// 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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