Dan
4 年前
当前提交
dd97b4e6
共有 263 个文件被更改,包括 12070 次插入 和 14 次删除
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32Assets/Common/Materials/PlacedSphereMat.mat
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2Assets/Shaders/Scripts.meta
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2Assets/Shaders/Shaders.meta
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2Assets/UX/Scenes/UXManagerScene.unity
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11ProjectSettings/EditorBuildSettings.asset
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2ProjectSettings/ProjectSettings.asset
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60README.md
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77Assets/Common/Materials/ReticleMat.mat
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8Assets/Common/Materials/ReticleMat.mat.meta
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8Assets/Common/Meshes.meta
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192Assets/Common/Prefabs/Reticle.prefab
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7Assets/Common/Prefabs/Reticle.prefab.meta
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126Assets/Common/Prefabs/SphereObject_NoShadow.prefab
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7Assets/Common/Prefabs/SphereObject_NoShadow.prefab.meta
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56Assets/Common/Scripts/CenterScreenHelper.cs
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11Assets/Common/Scripts/CenterScreenHelper.cs.meta
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103Assets/Common/Scripts/PlacementReticle.cs
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11Assets/Common/Scripts/PlacementReticle.cs.meta
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8Assets/Demigiant.meta
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8Assets/Meshing.meta
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8Assets/Resources.meta
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101Assets/Shaders/Materials/ARKitFogMat.mat
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8Assets/Shaders/Materials/ARKitFogMat.mat.meta
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91Assets/Shaders/Materials/PlaneShadowReceiver.mat
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8Assets/Shaders/Materials/PlaneShadowReceiver.mat.meta
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90Assets/Shaders/Materials/Red.mat
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8Assets/Shaders/Materials/Red.mat.meta
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1001Assets/Shaders/Scenes/Fog.unity
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7Assets/Shaders/Scenes/Fog.unity.meta
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625Assets/Shaders/Scenes/Testbed.unity
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7Assets/Shaders/Scenes/Testbed.unity.meta
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18Assets/Shaders/Scripts/ApplyFog.cs
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11Assets/Shaders/Scripts/ApplyFog.cs.meta
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94Assets/Shaders/Shader Graphs/CustomShadow.hlsl
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9Assets/Shaders/Shader Graphs/CustomShadow.hlsl.meta
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79Assets/Shaders/Shader Graphs/PlaneShadowReceiver.shadergraph
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10Assets/Shaders/Shader Graphs/PlaneShadowReceiver.shadergraph.meta
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160Assets/Shaders/Shaders/ARKitFogBackground.shader
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9Assets/Shaders/Shaders/ARKitFogBackground.shader.meta
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8Assets/Shaders/URP.meta
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48Assets/Common/Meshes/Reticle.fbx
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97Assets/Common/Meshes/Reticle.fbx.meta
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8Assets/Demigiant/DOTween.meta
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1001Assets/Demigiant/DOTween/DOTween.XML
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7Assets/Demigiant/DOTween/DOTween.XML.meta
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1001Assets/Demigiant/DOTween/DOTween.dll
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21Assets/Demigiant/DOTween/DOTween.dll.meta
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8Assets/Demigiant/DOTween/Editor.meta
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98Assets/Demigiant/DOTween/Editor/DOTweenEditor.XML
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7Assets/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta
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1001Assets/Demigiant/DOTween/Editor/DOTweenEditor.dll
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21Assets/Demigiant/DOTween/Editor/DOTweenEditor.dll.meta
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8Assets/Demigiant/DOTween/Editor/Imgs.meta
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6Assets/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png
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92Assets/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png.meta
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17Assets/Demigiant/DOTween/Editor/Imgs/Footer.png
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92Assets/Demigiant/DOTween/Editor/Imgs/Footer.png.meta
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16Assets/Demigiant/DOTween/Editor/Imgs/Footer_dark.png
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92Assets/Demigiant/DOTween/Editor/Imgs/Footer_dark.png.meta
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106Assets/Demigiant/DOTween/Editor/Imgs/Header.jpg
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92Assets/Demigiant/DOTween/Editor/Imgs/Header.jpg.meta
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8Assets/Demigiant/DOTween/Modules.meta
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202Assets/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs
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11Assets/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta
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216Assets/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs
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11Assets/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta
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107Assets/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs
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11Assets/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta
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93Assets/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs
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11Assets/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta
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609Assets/Demigiant/DOTween/Modules/DOTweenModuleUI.cs
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11Assets/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta
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301Assets/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs
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11Assets/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta
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155Assets/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs
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11Assets/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta
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29Assets/Demigiant/DOTween/readme.txt
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7Assets/Demigiant/DOTween/readme.txt.meta
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31Assets/Demigiant/DOTween/License.txt
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7Assets/Demigiant/DOTween/License.txt.meta
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8Assets/Meshing/Art.meta
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8Assets/Meshing/Art/Materials.meta
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8Assets/Meshing/Art/Meshes.meta
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1001Assets/Meshing/Art/Meshes/AlarmClock.fbx
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97Assets/Meshing/Art/Meshes/AlarmClock.fbx.meta
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1001Assets/Meshing/Art/Meshes/BowlApples.fbx
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97Assets/Meshing/Art/Meshes/BowlApples.fbx.meta
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1001Assets/Meshing/Art/Meshes/Clock.fbx
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97Assets/Meshing/Art/Meshes/Clock.fbx.meta
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|
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using System; |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.iOS; |
|||
|
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public class CenterScreenHelper : MonoBehaviour |
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{ |
|||
public static CenterScreenHelper Instance; |
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|
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float m_MidPointWidth; |
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float m_MidPointHeight; |
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Vector2 m_CenterScreenVert; |
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Vector2 m_CenterScreenHor; |
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ScreenOrientation m_CurrentOrientation; |
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float m_CurrentWidth; |
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|
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void Awake() |
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{ |
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if (Instance == null) |
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{ |
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Instance = this; |
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} |
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else |
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{ |
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Destroy(this); |
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} |
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|
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m_CurrentOrientation = Screen.orientation; |
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m_CurrentWidth = Screen.width; |
|||
m_MidPointWidth = Screen.width / 2; |
|||
m_MidPointHeight = Screen.height / 2; |
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|
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if (m_CurrentOrientation == ScreenOrientation.Landscape) |
|||
{ |
|||
m_CenterScreenVert = new Vector2(m_MidPointHeight, m_MidPointWidth); |
|||
m_CenterScreenHor = new Vector2(m_MidPointWidth, m_MidPointHeight); |
|||
} |
|||
else |
|||
{ |
|||
m_CenterScreenVert = new Vector2(m_MidPointWidth, m_MidPointHeight); |
|||
m_CenterScreenHor = new Vector2(m_MidPointHeight, m_MidPointWidth); |
|||
} |
|||
} |
|||
|
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public Vector2 GetCenterScreen() |
|||
{ |
|||
if (Screen.width != m_CurrentWidth) |
|||
{ |
|||
m_CurrentWidth = Screen.width; |
|||
m_CurrentOrientation = Screen.orientation; |
|||
} |
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|
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return m_CurrentOrientation == ScreenOrientation.Landscape ? m_CenterScreenHor : m_CenterScreenVert; |
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} |
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} |
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|
|||
using System; |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.XR.ARFoundation; |
|||
using UnityEngine.XR.ARSubsystems; |
|||
|
|||
public class PlacementReticle : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
bool m_SnapToMesh; |
|||
|
|||
public bool snapToMesh |
|||
{ |
|||
get => m_SnapToMesh; |
|||
set => m_SnapToMesh = value; |
|||
} |
|||
|
|||
[SerializeField] |
|||
ARRaycastManager m_RaycastManager; |
|||
|
|||
public ARRaycastManager raycastManager |
|||
{ |
|||
get => m_RaycastManager; |
|||
set => m_RaycastManager = value; |
|||
} |
|||
|
|||
[SerializeField] |
|||
GameObject m_ReticlePrefab; |
|||
|
|||
public GameObject reticlePrefab |
|||
{ |
|||
get => m_ReticlePrefab; |
|||
set => m_ReticlePrefab = value; |
|||
} |
|||
|
|||
[SerializeField] |
|||
bool m_DistanceScale; |
|||
|
|||
public bool distanceScale |
|||
{ |
|||
get => m_DistanceScale; |
|||
set => m_DistanceScale = value; |
|||
} |
|||
|
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[SerializeField] |
|||
Transform m_CameraTransform; |
|||
|
|||
public Transform cameraTransform |
|||
{ |
|||
get => m_CameraTransform; |
|||
set => m_CameraTransform = value; |
|||
} |
|||
|
|||
GameObject m_SpawnedReticle; |
|||
CenterScreenHelper m_CenterScreen; |
|||
TrackableType m_RaycastMask; |
|||
float m_CurrentDistance; |
|||
float m_CurrentNormalizedDistance; |
|||
|
|||
static List<ARRaycastHit> s_Hits = new List<ARRaycastHit>(); |
|||
const float k_MinScaleDistance = 0.0f; |
|||
const float k_MaxScaleDistance = 1.0f; |
|||
const float k_ScaleMod = 1.0f; |
|||
|
|||
void Start() |
|||
{ |
|||
m_CenterScreen = CenterScreenHelper.Instance; |
|||
if (m_SnapToMesh) |
|||
{ |
|||
m_RaycastMask = TrackableType.PlaneEstimated; |
|||
} |
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else |
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{ |
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m_RaycastMask = TrackableType.PlaneWithinPolygon; |
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} |
|||
|
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m_SpawnedReticle = Instantiate(m_ReticlePrefab); |
|||
m_SpawnedReticle.SetActive(false); |
|||
} |
|||
|
|||
void Update() |
|||
{ |
|||
if (m_RaycastManager.Raycast(m_CenterScreen.GetCenterScreen(), s_Hits, m_RaycastMask)) |
|||
{ |
|||
Pose hitPose = s_Hits[0].pose; |
|||
m_SpawnedReticle.transform.SetPositionAndRotation(hitPose.position, hitPose.rotation); |
|||
m_SpawnedReticle.SetActive(true); |
|||
} |
|||
|
|||
if (m_DistanceScale) |
|||
{ |
|||
m_CurrentDistance = Vector3.Distance(m_SpawnedReticle.transform.position, m_CameraTransform.position); |
|||
m_CurrentNormalizedDistance = ((Mathf.Abs(m_CurrentDistance - k_MinScaleDistance)) / (k_MaxScaleDistance - k_MinScaleDistance))+k_ScaleMod; |
|||
m_SpawnedReticle.transform.localScale = new Vector3(m_CurrentNormalizedDistance, m_CurrentNormalizedDistance, m_CurrentNormalizedDistance); |
|||
} |
|||
} |
|||
|
|||
public Transform GetReticlePosition() |
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{ |
|||
return m_SpawnedReticle.transform; |
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} |
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文件差异内容过多而无法显示
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|
|||
using System; |
|||
using System.Text; |
|||
using Unity.Collections.LowLevel.Unsafe; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
using UnityEngine.XR.ARFoundation; |
|||
using UnityEngine.XR.ARSubsystems; |
|||
|
|||
namespace UnityEngine.XR.ARFoundation.Samples |
|||
{ |
|||
public class ApplyFog : MonoBehaviour |
|||
{ |
|||
public void OnSliderValueChanged(Slider slider) |
|||
{ |
|||
RenderSettings.fogEndDistance = slider.value; |
|||
} |
|||
} |
|||
} |
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fileFormatVersion: 2 |
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guid: ca8044bf0ec4943a59c25d210733b43c |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#ifndef CUSTOM_LIGHTING_INCLUDED |
|||
#define CUSTOM_LIGHTING_INCLUDED |
|||
|
|||
void MainLight_float(float3 WorldPos, out float3 Direction, out float3 Color, out float DistanceAtten, out float ShadowAtten) |
|||
{ |
|||
#if SHADERGRAPH_PREVIEW |
|||
Direction = float3(0.5, 0.5, 0); |
|||
Color = 1; |
|||
DistanceAtten = 1; |
|||
ShadowAtten = 1; |
|||
#else |
|||
#if SHADOWS_SCREEN |
|||
float4 clipPos = TransformWorldToHClip(WorldPos); |
|||
float4 shadowCoord = ComputeScreenPos(clipPos); |
|||
#else |
|||
float4 shadowCoord = TransformWorldToShadowCoord(WorldPos); |
|||
#endif |
|||
Light mainLight = GetMainLight(shadowCoord); |
|||
Direction = mainLight.direction; |
|||
Color = mainLight.color; |
|||
DistanceAtten = mainLight.distanceAttenuation; |
|||
ShadowAtten = mainLight.shadowAttenuation; |
|||
#endif |
|||
} |
|||
|
|||
void MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten) |
|||
{ |
|||
#if SHADERGRAPH_PREVIEW |
|||
Direction = half3(0.5, 0.5, 0); |
|||
Color = 1; |
|||
DistanceAtten = 1; |
|||
ShadowAtten = 1; |
|||
#else |
|||
#if SHADOWS_SCREEN |
|||
half4 clipPos = TransformWorldToHClip(WorldPos); |
|||
half4 shadowCoord = ComputeScreenPos(clipPos); |
|||
#else |
|||
half4 shadowCoord = TransformWorldToShadowCoord(WorldPos); |
|||
#endif |
|||
Light mainLight = GetMainLight(shadowCoord); |
|||
Direction = mainLight.direction; |
|||
Color = mainLight.color; |
|||
DistanceAtten = mainLight.distanceAttenuation; |
|||
ShadowAtten = mainLight.shadowAttenuation; |
|||
#endif |
|||
} |
|||
|
|||
void AdditionalLights_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, out float3 Diffuse, out float3 Specular) |
|||
{ |
|||
float3 diffuseColor = 0; |
|||
float3 specularColor = 0; |
|||
|
|||
#ifndef SHADERGRAPH_PREVIEW |
|||
Smoothness = exp2(10 * Smoothness + 1); |
|||
WorldNormal = normalize(WorldNormal); |
|||
WorldView = SafeNormalize(WorldView); |
|||
int pixelLightCount = GetAdditionalLightsCount(); |
|||
for (int i = 0; i < pixelLightCount; ++i) |
|||
{ |
|||
Light light = GetAdditionalLight(i, WorldPosition); |
|||
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation); |
|||
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal); |
|||
specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, float4(SpecColor, 0), Smoothness); |
|||
} |
|||
#endif |
|||
|
|||
Diffuse = diffuseColor; |
|||
Specular = specularColor; |
|||
} |
|||
|
|||
void AdditionalLights_half(half3 SpecColor, half Smoothness, half3 WorldPosition, half3 WorldNormal, half3 WorldView, out half3 Diffuse, out half3 Specular) |
|||
{ |
|||
half3 diffuseColor = 0; |
|||
half3 specularColor = 0; |
|||
|
|||
#ifndef SHADERGRAPH_PREVIEW |
|||
Smoothness = exp2(10 * Smoothness + 1); |
|||
WorldNormal = normalize(WorldNormal); |
|||
WorldView = SafeNormalize(WorldView); |
|||
int pixelLightCount = GetAdditionalLightsCount(); |
|||
for (int i = 0; i < pixelLightCount; ++i) |
|||
{ |
|||
Light light = GetAdditionalLight(i, WorldPosition); |
|||
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation); |
|||
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal); |
|||
specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor, 0), Smoothness); |
|||
} |
|||
#endif |
|||
|
|||
Diffuse = diffuseColor; |
|||
Specular = specularColor; |
|||
} |
|||
|
|||
#endif |
|
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79
Assets/Shaders/Shader Graphs/PlaneShadowReceiver.shadergraph
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} |
|
|||
Shader "Unlit/ARKitFogBackground" |
|||
{ |
|||
Properties |
|||
{ |
|||
_textureY ("TextureY", 2D) = "white" {} |
|||
_textureCbCr ("TextureCbCr", 2D) = "black" {} |
|||
_EnvironmentDepth ("EnvironmentDepth", 2D) = "black" {} |
|||
} |
|||
SubShader |
|||
{ |
|||
Tags |
|||
{ |
|||
"Queue" = "Background" |
|||
"RenderType" = "Background" |
|||
"ForceNoShadowCasting" = "True" |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Cull Off |
|||
ZTest Always |
|||
ZWrite On |
|||
Lighting Off |
|||
LOD 100 |
|||
Tags |
|||
{ |
|||
"LightMode" = "Always" |
|||
} |
|||
|
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma vertex vert |
|||
#pragma fragment frag |
|||
|
|||
#pragma multi_compile_local __ ARKIT_ENVIRONMENT_DEPTH_ENABLED |
|||
#pragma multi_compile_fog |
|||
|
|||
#include "UnityCG.cginc" |
|||
|
|||
#define real4 half4 |
|||
#define real4x4 half4x4 |
|||
#define TransformObjectToHClip UnityObjectToClipPos |
|||
#define FastSRGBToLinear GammaToLinearSpace |
|||
|
|||
#define ARKIT_TEXTURE2D_HALF(texture) UNITY_DECLARE_TEX2D_HALF(texture) |
|||
#define ARKIT_SAMPLER_HALF(sampler) |
|||
#define ARKIT_TEXTURE2D_FLOAT(texture) UNITY_DECLARE_TEX2D_FLOAT(texture) |
|||
#define ARKIT_SAMPLER_FLOAT(sampler) |
|||
#define ARKIT_SAMPLE_TEXTURE2D(texture,sampler,texcoord) UNITY_SAMPLE_TEX2D(texture,texcoord) |
|||
|
|||
|
|||
struct appdata |
|||
{ |
|||
float3 position : POSITION; |
|||
float2 texcoord : TEXCOORD0; |
|||
}; |
|||
|
|||
struct v2f |
|||
{ |
|||
float4 position : SV_POSITION; |
|||
float2 texcoord : TEXCOORD0; |
|||
}; |
|||
|
|||
struct fragment_output |
|||
{ |
|||
real4 color : SV_Target; |
|||
float depth : SV_Depth; |
|||
}; |
|||
|
|||
|
|||
CBUFFER_START(UnityARFoundationPerFrame) |
|||
// Device display transform is provided by the AR Foundation camera background renderer. |
|||
float4x4 _UnityDisplayTransform; |
|||
CBUFFER_END |
|||
|
|||
|
|||
v2f vert (appdata v) |
|||
{ |
|||
// Transform the position from object space to clip space. |
|||
float4 position = TransformObjectToHClip(v.position); |
|||
|
|||
// Remap the texture coordinates based on the device rotation. |
|||
float2 texcoord = mul(float3(v.texcoord, 1.0f), _UnityDisplayTransform).xy; |
|||
|
|||
v2f o; |
|||
o.position = position; |
|||
o.texcoord = texcoord; |
|||
return o; |
|||
} |
|||
|
|||
|
|||
CBUFFER_START(ARKitColorTransformations) |
|||
static const real4x4 s_YCbCrToSRGB = real4x4( |
|||
real4(1.0h, 0.0000h, 1.4020h, -0.7010h), |
|||
real4(1.0h, -0.3441h, -0.7141h, 0.5291h), |
|||
real4(1.0h, 1.7720h, 0.0000h, -0.8860h), |
|||
real4(0.0h, 0.0000h, 0.0000h, 1.0000h) |
|||
); |
|||
CBUFFER_END |
|||
|
|||
|
|||
inline float ConvertDistanceToDepth(float d) |
|||
{ |
|||
// Clip any distances smaller than the near clip plane, and compute the depth value from the distance. |
|||
return (d < _ProjectionParams.y) ? 0.0f : ((0.5f / _ZBufferParams.z) * ((1.0f / d) - _ZBufferParams.w)); |
|||
} |
|||
|
|||
|
|||
ARKIT_TEXTURE2D_HALF(_textureY); |
|||
ARKIT_SAMPLER_HALF(sampler_textureY); |
|||
ARKIT_TEXTURE2D_HALF(_textureCbCr); |
|||
ARKIT_SAMPLER_HALF(sampler_textureCbCr); |
|||
ARKIT_TEXTURE2D_FLOAT(_EnvironmentDepth); |
|||
ARKIT_SAMPLER_FLOAT(sampler_EnvironmentDepth); |
|||
|
|||
|
|||
fragment_output frag (v2f i) |
|||
{ |
|||
// Sample the video textures (in YCbCr). |
|||
real4 ycbcr = real4(ARKIT_SAMPLE_TEXTURE2D(_textureY, sampler_textureY, i.texcoord).r, |
|||
ARKIT_SAMPLE_TEXTURE2D(_textureCbCr, sampler_textureCbCr, i.texcoord).rg, |
|||
1.0h); |
|||
|
|||
// Convert from YCbCr to sRGB. |
|||
real4 videoColor = mul(s_YCbCrToSRGB, ycbcr); |
|||
|
|||
#if !UNITY_COLORSPACE_GAMMA |
|||
// If rendering in linear color space, convert from sRGB to RGB. |
|||
videoColor.xyz = FastSRGBToLinear(videoColor.xyz); |
|||
#endif // !UNITY_COLORSPACE_GAMMA |
|||
|
|||
// Assume the background depth is the back of the depth clipping volume. |
|||
float depthValue = 0.0f; |
|||
|
|||
#if ARKIT_ENVIRONMENT_DEPTH_ENABLED |
|||
|
|||
// Sample the environment depth (in meters). |
|||
float envDistance = ARKIT_SAMPLE_TEXTURE2D(_EnvironmentDepth, sampler_EnvironmentDepth, i.texcoord).r; |
|||
|
|||
// Convert the distance to depth. |
|||
depthValue = ConvertDistanceToDepth(envDistance); |
|||
|
|||
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2) |
|||
UNITY_CALC_FOG_FACTOR(depthValue); |
|||
UNITY_FOG_LERP_COLOR(videoColor, unity_FogColor, unityFogFactor); |
|||
#endif // defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2) |
|||
|
|||
#endif // ARKIT_ENVIRONMENT_DEPTH_ENABLED |
|||
|
|||
fragment_output o; |
|||
o.color = videoColor; |
|||
o.depth = depthValue; |
|||
return o; |
|||
} |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
} |
|
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fileFormatVersion: 2 |
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Kaydara FBX Binary L Z FBXHeaderExtensiont FBXHeaderVersionI� � |
|||
FBXVersionIL � EncryptionTypeI ) CreationTimeStamp VersionI� 9 YearI� \ MonthI |
|||
|