Remove useless files, add hands

This commit is contained in:
Toomas Tamm
2021-01-23 17:52:42 +02:00
parent 925d7f3b8a
commit 39ef3951cd
1378 changed files with 12541 additions and 195278 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) {
fixed4 albedo = tex2D(_MainTex, IN.uv_MainTex)*_Color;
fixed gloss = albedo.a*_Shininess;
fixed4 fakeReflec = texCUBE(_ReflectionMap, WorldReflectionVector(IN, o.Normal));
o.Albedo = albedo.rgb;
o.Gloss = gloss;
o.Alpha = gloss;
o.Specular = gloss;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
o.Emission = _ReflectionMapEnabled * gloss * fakeReflec.rgb;
}
ENDCG
}
FallBack "Mobile/VertexLit"
}

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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/Train Smoke"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_TintColor ("Tint 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
// In the future, we can play with particle instancing, see:
// see https://docs.unity3d.com/Manual/PartSysInstancing.html
// for now we cannot, because our minimum supported Unity version doesn't support it
#include "UnityCG.cginc"
struct vertIn
{
float2 uv : TEXCOORD0;
float4 vertex : POSITION;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct vertOut
{
float2 uv : TEXCOORD0;
float4 clipPos : SV_POSITION;
fixed4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _TintColor;
vertOut vert (vertIn vIn)
{
vertOut vOut;
UNITY_SETUP_INSTANCE_ID(vIn);
UNITY_INITIALIZE_OUTPUT(vertOut, vOut);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(vOut);
vOut.clipPos = UnityObjectToClipPos(vIn.vertex);
vOut.uv = TRANSFORM_TEX(vIn.uv, _MainTex);
vOut.color = vIn.color * _TintColor;
return vOut;
}
fixed4 frag (vertOut vOut) : SV_Target
{
fixed4 fragColor = 2.0f * vOut.color * tex2D(_MainTex, vOut.uv);
// don't amplify opacity
fragColor.a = saturate(fragColor.a);
return fragColor;
}
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/Xing Light"
{
Properties
{
_MainTex("Base (RGB) Alpha (A)", 2D) = "white" {}
_Color("Tint 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 Back
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
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
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
{
return _Color * tex2D(_MainTex, i.uv);
}
ENDCG
}
}
}

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