deltavr multiplayer 2.0

This commit is contained in:
Toomas Tamm
2023-05-08 15:56:10 +03:00
parent 978809a002
commit 07b9b9e2f4
10937 changed files with 2968397 additions and 1521012 deletions

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/************************************************************************************
Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
See SampleFramework license.txt for license terms. Unless required by applicable law
or agreed to in writing, the sample code is provided “AS IS” WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the license for specific
language governing permissions and limitations under the license.
************************************************************************************/
Shader "Oculus Sample/Button Glow" {
Properties{
_ColorMask("Texture", 2D) = "white" {}
_Color("Color", Color) = (0.5, 0.5, 0.5, 0.5)
}
SubShader {
Tags{"Queue" = "Transparent" "RenderType" = "Transparent"
"IgnoreProjector" = "True" "PreviewType" = "Plane"}
LOD 100 Blend SrcAlpha OneMinusSrcAlpha Cull Off Lighting Off ZWrite Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _ColorMask;
float4 _ColorMask_ST;
fixed4 _Color;
v2f vert(appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _ColorMask);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 colMask = tex2D(_ColorMask, i.uv);
return fixed4(_Color.rgb, colMask.r * 1.0);
}
ENDCG
}
}
}

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/************************************************************************************
Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
See SampleFramework license.txt for license terms. Unless required by applicable law
or agreed to in writing, the sample code is provided “AS IS” WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the license for specific
language governing permissions and limitations under the license.
************************************************************************************/
Shader "Oculus Sample/Procedural Gradient Skybox"
{
Properties
{
_TopColor ("Top Color", Color) = (1, 1, 1, 0)
_HorizonColor ("Horizon Color", Color) = (1, 1, 1, 0)
_BottomColor ("Bottom Color", Color) = (1, 1, 1, 0)
_TopExponent ("Top Exponent", Float) = 0.5
_BottomExponent ("Bottom Exponent", Float) = 0.5
_AmplFactor ("Amplification", Float) = 1.0
}
SubShader
{
Tags{"RenderType" ="Background" "Queue" = "Background"}
ZWrite Off Cull Off
Fog { Mode Off }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct vertIn
{
float4 vertex : POSITION;
float3 uv : TEXCOORD0;
};
struct vertOut
{
float4 vertex : SV_POSITION;
float3 uv: TEXCOORD0;
};
vertOut vert (vertIn v)
{
vertOut o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
half _TopExponent;
half _BottomExponent;
fixed4 _TopColor;
fixed4 _HorizonColor;
fixed4 _BottomColor;
half _AmplFactor;
fixed4 frag (vertOut i) : SV_Target
{
float interpUv = normalize (i.uv).y;
// top goes from 0->1 going down toward horizon
float topLerp = 1.0f - pow (min (1.0f, 1.0f - interpUv), _TopExponent);
// bottom goes from 0->1 going up toward horizon
float bottomLerp = 1.0f - pow (min (1.0f, 1.0f + interpUv), _BottomExponent);
// last lerp param is horizon. all must add up to 1.0
float horizonLerp = 1.0f - topLerp - bottomLerp;
return (_TopColor * topLerp + _HorizonColor * horizonLerp + _BottomColor * bottomLerp) *
_AmplFactor;
}
ENDCG
}
}
}

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/************************************************************************************
Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
See SampleFramework license.txt for license terms. Unless required by applicable law
or agreed to in writing, the sample code is provided “AS IS” WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the license for specific
language governing permissions and limitations under the license.
************************************************************************************/
// does baked lighting + one directional light + reflection probe
Shader "Oculus Sample/Train Props Shader" {
Properties {
[PowerSlider(6.0)] _Shininess("Shininess", Range(0.02, 1)) = 0.03
_MainTex("Base (RGB) Gloss (A)", 2D) = "white" {}
_Color("Color", Color) = (0.5, 0.5, 0.5, 0.5)
_BumpMap("Normal map", 2D) = "bump" {}
_ReflectionMap("Reflection map", CUBE) = "" {}
[MaterialToggle] _ReflectionMapEnabled("Enable Reflection map", Float) = 0
}
SubShader {
Tags{"RenderType" = "Opaque"}
LOD 300
CGPROGRAM
#include "UnityCG.cginc"
// no deferred. support lightmaps and one light. use half vector instead of
// view vector (less accurate but faster)
#pragma surface surf BlinnPhong exclude_path:prepass noforwardadd halfasview
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float3 worldRefl;
float3 viewDir;
INTERNAL_DATA
};
half _Shininess;
fixed4 _Color;
sampler2D _BumpMap;
samplerCUBE _ReflectionMap;
fixed _ReflectionMapEnabled;
void surf(Input IN, inout SurfaceOutput o) {
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/************************************************************************************
Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
See SampleFramework license.txt for license terms. Unless required by applicable law
or agreed to in writing, the sample code is provided “AS IS” WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the license for specific
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/************************************************************************************
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See SampleFramework license.txt for license terms. Unless required by applicable law
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