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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Shader "Scene/Glass Mask"
{
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry-1" }
ColorMask 0
ZWrite Off
Stencil
{
Ref 1
Comp Always
Pass Replace
}
Pass
{
Cull Back
ZTest Less
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag(v2f i) : COLOR
{
return half4(1,1,1,1);
}
ENDCG
}
}
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// clang-format off
Shader "Unlit/HiddenObject"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
ZTest Always
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
float4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
float4 col = _Color;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
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Shader "Scene/InvisibleOccluder" {
Properties {
}
SubShader {
Tags{"RenderType" = "Transparent"}
LOD 100
Cull off
ZWrite On
ZTest Less
Blend Zero One, Zero One
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
};
struct v2f {
float4 vertex : SV_POSITION;
};
v2f vert(appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
return float4(0,0,0,0);
}
ENDCG
}
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// clang-format off
Shader "Unlit/OverwriteAlpha"
{
Properties
{
_Alpha("Alpha", Range (0.0, 1.0)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull Off
ZTest Always
ZWrite Off
// we want to keep the color buffer as is, but override the alpha
Blend Zero One, One Zero
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
// Push the z to the far plane
//o.vertex.z = 1.0 - UNITY_NEAR_CLIP_VALUE;
return o;
}
float _Alpha;
fixed4 frag (v2f i) : SV_Target
{
// apply fog
return float4(0,0,0, _Alpha);
}
ENDCG
}
}
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//clang-format off
Shader "Unlit/PassthroughShadow"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Alpha("Alpha", Float) = 0.5
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
Pass
{
ZTest Always
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha, One One
BlendOp Add, Max
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Alpha;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = 1.0 - tex2D(_MainTex, i.uv);
return float4(0, 0, 0, (1.0f - col.x * col.x * col.x * col.x) * _Alpha);
}
ENDCG
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Shader "Oculus/SceneObjectPreview" {
Properties {
_Color("Color", Color) = (1, 1, 1, 1)
_MainTex("Texture", 2D) = "white" {}
_ZWrite("ZWrite", Int) = 0
}
SubShader {
Tags{"RenderType" = "Transparent"}
LOD 100
Cull off
ZWrite [_ZWrite]
Blend SrcAlpha OneMinusSrcAlpha, Zero One
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert(appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 col = tex2D(_MainTex, i.uv);
UNITY_APPLY_FOG(i.fogCoord, col);
return col * _Color;
}
ENDCG
}
}
}

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Shader "Scene/StylizedOcclusions" {
Properties {
_Color("Color", Color) = (1,1,1,1)
}
SubShader {
Tags{"RenderType" = "Solid"}
LOD 100
Cull off
ZWrite Off
ZTest Always
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
};
struct v2f {
float4 vertex : SV_POSITION;
};
float4 _Color;
v2f vert(appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
return _Color;
}
ENDCG
}
}
}

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Shader "Scene/Wall"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_NormalTex ("Normal Map", 2D) = "bump" {}
_Tiling ("Tiling", float) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
LOD 200
Stencil
{
Ref 1
Comp NotEqual
Pass Keep
}
CGPROGRAM
#pragma surface surf Standard noshadow
#pragma target 3.0
sampler2D _MainTex;
sampler2D _NormalTex;
fixed4 _Color;
float _Tiling;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalTex;
};
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex * _Tiling) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Normal = UnpackNormal (tex2D(_NormalTex, IN.uv_MainTex * _Tiling));
}
ENDCG
}
Fallback "VertexLit"
}

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