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

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: dd6b0f5b3d0c35a4095402e3b4808192
folderAsset: yes
timeCreated: 1591419840
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 7aaf325fc9c2739499d94017488bd120
folderAsset: yes
timeCreated: 1479762244
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: e5d8794b03b325e4eb7f26642c221012
folderAsset: yes
timeCreated: 1479762245
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 068e188dddb83fb489788207ff119e08
folderAsset: yes
timeCreated: 1479762244
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: e4c4a2a27a81a8047ab1987a441abb3e
folderAsset: yes
timeCreated: 1479762244
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 15041afb62e0f4f4382863e73ff1eeb5
folderAsset: yes
timeCreated: 1482894611
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,136 @@
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Used for the teleport markers
//
//=============================================================================
// UNITY_SHADER_NO_UPGRADE
Shader "Valve/VR/HighlightPlanar"
{
Properties
{
_Color( "Tint Color", Color ) = ( 1, 1, 1, 1 )
_SeeThru( "SeeThru", Range( 0.0, 1.0 ) ) = 0.25
_Darken( "Darken", Range( 0.0, 1.0 ) ) = 0.0
_Scl("Mapping Scale", Float) = 2.0
_MainTex( "MainTex", 2D ) = "white" {}
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
CGINCLUDE
// Pragmas --------------------------------------------------------------------------------------------------------------------------------------------------
#pragma target 5.0
#pragma only_renderers d3d11 vulkan glcore
#pragma exclude_renderers gles
// Includes -------------------------------------------------------------------------------------------------------------------------------------------------
#include "UnityCG.cginc"
// Structs --------------------------------------------------------------------------------------------------------------------------------------------------
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
};
struct VertexOutput
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float3 pos : TEXCOORD1;
};
// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float _SeeThru;
float _Darken;
float _Scl;
// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
VertexOutput MainVS( VertexInput i )
{
VertexOutput o;
#if UNITY_VERSION >= 540
o.vertex = UnityObjectToClipPos(i.vertex);
#else
o.vertex = mul(UNITY_MATRIX_MVP, i.vertex);
#endif
o.uv = TRANSFORM_TEX( i.uv, _MainTex );
o.pos = mul(unity_ObjectToWorld, i.vertex);
o.color = i.color;
return o;
}
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
float4 MainPS( VertexOutput i ) : SV_Target
{
float4 vTexel = tex2D( _MainTex, i.pos.xz / _Scl).rgba;
if (length(i.uv)==0) {
vTexel = float4(1, 1, 1, 1);
}
float4 vColor = vTexel.rgba * _Color.rgba * i.color.rgba;
vColor.rgba = saturate( 2.0 * vColor.rgba );
float flAlpha = vColor.a;
vColor.rgb *= vColor.a;
vColor.a = lerp( 0.0, _Darken, flAlpha );
return vColor.rgba;
}
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
float4 SeeThruPS( VertexOutput i ) : SV_Target
{
float4 vTexel = tex2D( _MainTex, i.pos.xz /_Scl).rgba;
float4 vColor = vTexel.rgba * _Color.rgba * i.color.rgba * _SeeThru;
vColor.rgba = saturate( 2.0 * vColor.rgba );
float flAlpha = vColor.a;
vColor.rgb *= vColor.a;
vColor.a = lerp( 0.0, _Darken, flAlpha * _SeeThru );
return vColor.rgba;
}
ENDCG
SubShader
{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 100
// Behind Geometry ---------------------------------------------------------------------------------------------------------------------------------------------------
Pass
{
// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Greater
CGPROGRAM
#pragma vertex MainVS
#pragma fragment SeeThruPS
ENDCG
}
Pass
{
// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest LEqual
CGPROGRAM
#pragma vertex MainVS
#pragma fragment MainPS
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 83dad9aa8d6cebf40ae959ecbffd100a
timeCreated: 1458163733
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,206 @@
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Used for the teleport markers
//
//=============================================================================
// UNITY_SHADER_NO_UPGRADE
Shader "Valve/VR/Highlight"
{
Properties
{
_TintColor( "Tint Color", Color ) = ( 1, 1, 1, 1 )
_SeeThru( "SeeThru", Range( 0.0, 1.0 ) ) = 0.25
_Darken( "Darken", Range( 0.0, 1.0 ) ) = 0.0
_MainTex( "MainTex", 2D ) = "white" {}
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
CGINCLUDE
// Pragmas --------------------------------------------------------------------------------------------------------------------------------------------------
#pragma target 5.0
#if UNITY_VERSION >= 560
#pragma only_renderers d3d11 vulkan glcore
#else
#pragma only_renderers d3d11 glcore
#endif
#pragma exclude_renderers gles
#pragma multi_compile_instancing
// Includes -------------------------------------------------------------------------------------------------------------------------------------------------
#include "UnityCG.cginc"
// Structs --------------------------------------------------------------------------------------------------------------------------------------------------
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
#if UNITY_VERSION >= 560
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif
};
struct VertexOutput
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
#if UNITY_VERSION >= 560
UNITY_VERTEX_OUTPUT_STEREO
#endif
};
#if UNITY_VERSION >= 201810
// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
UNITY_INSTANCING_BUFFER_START( Props )
UNITY_DEFINE_INSTANCED_PROP( float4, _TintColor )
UNITY_DEFINE_INSTANCED_PROP( sampler2D, _MainTex )
UNITY_DEFINE_INSTANCED_PROP( float4, _MainTex_ST )
UNITY_DEFINE_INSTANCED_PROP( float, _SeeThru )
UNITY_DEFINE_INSTANCED_PROP( float, _Darken )
UNITY_INSTANCING_BUFFER_END( Props )
// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
VertexOutput MainVS( VertexInput i )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID( i );
UNITY_INITIALIZE_OUTPUT( VertexOutput, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
#if UNITY_VERSION >= 540
o.vertex = UnityObjectToClipPos( i.vertex );
#else
o.vertex = mul( UNITY_MATRIX_MVP, i.vertex );
#endif
o.uv = i.uv;
o.color = i.color;
return o;
}
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
float4 MainPS( VertexOutput i ) : SV_Target
{
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( i );
float4 vTexel = tex2D( UNITY_ACCESS_INSTANCED_PROP( Props, _MainTex ), i.uv ).rgba;
float4 vColor = vTexel.rgba * UNITY_ACCESS_INSTANCED_PROP( Props, _TintColor.rgba ) * i.color.rgba;
vColor.rgba = saturate( 2.0 * vColor.rgba );
float flAlpha = vColor.a;
vColor.rgb *= vColor.a;
vColor.a = lerp( 0.0, UNITY_ACCESS_INSTANCED_PROP( Props, _Darken ), flAlpha );
return vColor.rgba;
}
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
float4 SeeThruPS( VertexOutput i ) : SV_Target
{
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( i );
float4 vTexel = tex2D( UNITY_ACCESS_INSTANCED_PROP( Props, _MainTex ), i.uv ).rgba;
float4 vColor = vTexel.rgba * UNITY_ACCESS_INSTANCED_PROP( Props, _TintColor.rgba ) * i.color.rgba * UNITY_ACCESS_INSTANCED_PROP( Props, _SeeThru );
vColor.rgba = saturate( 2.0 * vColor.rgba );
float flAlpha = vColor.a;
vColor.rgb *= vColor.a;
vColor.a = lerp( 0.0, UNITY_ACCESS_INSTANCED_PROP( Props, _Darken ), flAlpha * UNITY_ACCESS_INSTANCED_PROP( Props, _SeeThru ) );
return vColor.rgba;
}
#else
// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _TintColor;
float _SeeThru;
float _Darken;
// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
VertexOutput MainVS( VertexInput i )
{
VertexOutput o;
#if UNITY_VERSION >= 540
o.vertex = UnityObjectToClipPos(i.vertex);
#else
o.vertex = mul(UNITY_MATRIX_MVP, i.vertex);
#endif
o.uv = TRANSFORM_TEX( i.uv, _MainTex );
o.color = i.color;
return o;
}
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
float4 MainPS( VertexOutput i ) : SV_Target
{
float4 vTexel = tex2D( _MainTex, i.uv ).rgba;
float4 vColor = vTexel.rgba * _TintColor.rgba * i.color.rgba;
vColor.rgba = saturate( 2.0 * vColor.rgba );
float flAlpha = vColor.a;
vColor.rgb *= vColor.a;
vColor.a = lerp( 0.0, _Darken, flAlpha );
return vColor.rgba;
}
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
float4 SeeThruPS( VertexOutput i ) : SV_Target
{
float4 vTexel = tex2D( _MainTex, i.uv ).rgba;
float4 vColor = vTexel.rgba * _TintColor.rgba * i.color.rgba * _SeeThru;
vColor.rgba = saturate( 2.0 * vColor.rgba );
float flAlpha = vColor.a;
vColor.rgb *= vColor.a;
vColor.a = lerp( 0.0, _Darken, flAlpha * _SeeThru );
return vColor.rgba;
}
#endif
ENDCG
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 100
// Behind Geometry ---------------------------------------------------------------------------------------------------------------------------------------------------
Pass
{
// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Greater
CGPROGRAM
#pragma vertex MainVS
#pragma fragment SeeThruPS
ENDCG
}
Pass
{
// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest LEqual
CGPROGRAM
#pragma vertex MainVS
#pragma fragment MainPS
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 787d7485aa6482341a9f55fa37fb84f1
timeCreated: 1458163733
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 95cdcc94cf9ba8348b4384b840e4c54c
folderAsset: yes
timeCreated: 1479762244
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 0339153ea7d8a9e4b8411691b9a95fdc
folderAsset: yes
timeCreated: 1479762244
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant: