David Mohrhardt
6 年前
当前提交
ec2ec7e6
共有 21 个文件被更改,包括 1123 次插入 和 301 次删除
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2Assets/Materials/EyeLaserMaterial.mat
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2Assets/Prefabs/AR Eye Pose Visualizer.prefab
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2Assets/Prefabs/AR Fixation Point Visualizer.prefab
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2Assets/Prefabs/Eye Pose Prefab.prefab
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40Assets/Scripts/EyePoseVisualizer.cs
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126Assets/Scripts/FixationPointVisualizer.cs
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77Assets/Materials/EyeLaserMaterial 1.mat
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8Assets/Materials/EyeLaserMaterial 1.mat.meta
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23Assets/MoveReticle.cs
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11Assets/MoveReticle.cs.meta
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61Assets/Prefabs/AR Eye Laser Visualizer.prefab
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7Assets/Prefabs/AR Eye Laser Visualizer.prefab.meta
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220Assets/Prefabs/Eye Laser Prefab.prefab
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74Assets/Prefabs/ReticleImage.prefab
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7Assets/Prefabs/ReticleImage.prefab.meta
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466Assets/Scenes/FaceTracking/EyeLasers.unity
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7Assets/Scenes/FaceTracking/EyeLasers.unity.meta
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53Assets/Shaders/DoubleSidedSurfaceShader.shader
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9Assets/Shaders/DoubleSidedSurfaceShader.shader.meta
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227Assets/Prefabs/EyeLaserPrefab.prefab
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0/Assets/Prefabs/Eye Laser Prefab.prefab.meta
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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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public class MoveReticle : MonoBehaviour |
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{ |
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// Start is called before the first frame update
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void Start() |
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{ |
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} |
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{ |
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Properties |
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{ |
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_Color ("Color", Color) = (1,1,1,1) |
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_MainTex ("Albedo (RGB)", 2D) = "white" {} |
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_Glossiness ("Smoothness", Range(0,1)) = 0.5 |
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_Metallic ("Metallic", Range(0,1)) = 0.0 |
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} |
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SubShader |
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{ |
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LOD 200 |
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CGPROGRAM |
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// Physically based Standard lighting model, and enable shadows on all light types |
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#pragma surface surf Standard fullforwardshadows |
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// Use shader model 3.0 target, to get nicer looking lighting |
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#pragma target 3.0 |
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sampler2D _MainTex; |
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struct Input |
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{ |
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float2 uv_MainTex; |
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}; |
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half _Glossiness; |
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half _Metallic; |
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fixed4 _Color; |
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. |
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. |
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// #pragma instancing_options assumeuniformscaling |
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UNITY_INSTANCING_BUFFER_START(Props) |
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// put more per-instance properties here |
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UNITY_INSTANCING_BUFFER_END(Props) |
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void surf (Input IN, inout SurfaceOutputStandard o) |
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{ |
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// Albedo comes from a texture tinted by color |
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; |
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o.Albedo = c.rgb; |
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// Metallic and smoothness come from slider variables |
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o.Metallic = _Metallic; |
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o.Smoothness = _Glossiness; |
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o.Alpha = c.a; |
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} |
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ENDCG |
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} |
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