clean project

This commit is contained in:
Helar Jaadla
2022-03-07 17:52:41 +02:00
parent a174b45bd2
commit cbeb10ec35
5100 changed files with 837159 additions and 0 deletions

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/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
Shader "Oculus/Interaction/deskShadow"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Color("Shadow Color", Color) = (0, 0, 0, 0)
[HideInInspector] _texcoord("", 2D) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
//Blend SrcAlpha OneMinusSrcAlpha
Blend DstColor Zero
AlphaToMask Off
Cull Back
ColorMask RGBA
ZWrite Off
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Base"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
struct vertexInput
{
float4 vertex : POSITION;
half2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct vertexOutput
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform sampler2D _MainTex;
uniform half4 _MainTex_ST;
uniform half4 _Color;
vertexOutput vert(vertexInput v)
{
vertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
return o;
}
fixed4 frag(vertexOutput i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half4 mainTexture = tex2D(_MainTex, i.texcoord.xy);
half4 finalColor = lerp (_Color, half4(1, 1, 1, 1), mainTexture.r) ;
return finalColor;
}
ENDCG
}
}
}

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/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
Shader "Oculus/Interaction/Stencil Sky"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_ColorLight("Light Color", Color) = (0,0,0,0)
_ColorDark("Dark Color", Color) = (0, 0, 0, 0)
_DitherStrength("Dither Strength", int) = 16
[IntRange] _StencilRef("Stencil Reference Value", Range(0, 255)) = 0
[HideInInspector] _texcoord("", 2D) = "white" {}
}
SubShader
{
Stencil{
Ref[_StencilRef]
Comp Equal
}
// Tags{"Queue" = "Geometry+502"}
// has to be this high because the stencil buffer writer needs to be 2501 in order to
// sort back to front
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+502" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend Off
AlphaToMask Off
Cull Back
ColorMask RGBA
ZWrite On
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Base"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
struct vertexInput
{
float4 vertex : POSITION;
half2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct vertexOutput
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform sampler2D _MainTex;
uniform half4 _MainTex_ST;
uniform half4 _ColorLight;
uniform half4 _ColorDark;
half _DitherStrength;
vertexOutput vert(vertexInput v)
{
vertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
return o;
}
inline half DitherAnimatedNoise(half2 screenPos) {
half noise = frac(
dot(uint3(screenPos, floor(fmod(_Time.y * 10, 4))), uint3(2, 7, 23) / 17.0f));
noise -= 0.5; // remap from [0..1[ to [-0.5..0.5[
half noiseScaled = (noise / _DitherStrength);
return noiseScaled;
}
fixed4 frag(vertexOutput i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half ditherNoise = DitherAnimatedNoise(i.vertex.xy);
half4 mainTexture = tex2D(_MainTex, i.texcoord.xy);
half4 finalColor = lerp(_ColorDark, _ColorLight, mainTexture.r + ditherNoise);
return finalColor;
}
ENDCG
}
}
}

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/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
Shader "Oculus/Interaction/StencilWriter"{
Properties{
[IntRange] _StencilRef("Stencil Reference Value", Range(0,255)) = 0
}
SubShader{
Tags { "Queue" = "Geometry+501"} // stuck way up here so that it sorts with transparent objects
ZWrite Off
ColorMask 0 // Don't write to any colour channels
//Blend Zero One
Stencil{
Ref[_StencilRef]
Comp Always
Pass Replace
}
Pass {
CGPROGRAM
// pragmas
#pragma vertex vert
#pragma fragment frag
// base input structs
struct vertexInput {
half4 vertex : POSITION;
};
struct vertexOutput {
half4 pos : SV_POSITION;
};
// vertex function
vertexOutput vert(vertexInput v) {
vertexOutput o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
// fragment function
fixed4 frag(vertexOutput i) : COLOR
{
return 0;
}
ENDCG
}
}
}

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/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
Shader "Oculus/Interaction/UIStyle"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
[HideInInspector] _texcoord("", 2D) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend SrcAlpha OneMinusSrcAlpha
AlphaToMask Off
Cull Back
ColorMask RGBA
ZWrite Off
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Base"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
struct vertexInput
{
float4 vertex : POSITION;
half4 vertexColor : COLOR;
half3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct vertexOutput
{
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD0;
half3 normal : TEXCOORD2;
half4 vertexColor : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform half4 _Color;
vertexOutput vert(vertexInput v)
{
vertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.normal = UnityObjectToWorldNormal(v.normal);
half pulse = sin(_Time.z) * 0.5 + 0.5;
float4 vertexPos = UnityObjectToClipPos(v.vertex);
vertexPos.xyz = vertexPos + ((0.002 * pulse) * o.normal * v.vertexColor.a);
o.vertex = vertexPos;
o.vertexColor = v.vertexColor;
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
fixed4 frag(vertexOutput i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
half3 worldNormal = i.normal;
half fresnel = saturate(dot(worldViewDir, worldNormal));
fresnel = saturate(pow(fresnel + .1, 3) * 2);
half opacity = fresnel * i.vertexColor.a;
half4 debug = half4(i.vertexColor.a, i.vertexColor.a, i.vertexColor.a, 1.0);
half4 finalColor = _Color * i.vertexColor;
return half4(finalColor.rgb, opacity);
}
ENDCG
}
}
}

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/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
Shader "Oculus/Interaction/floor"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_ColorLight("Light Color", Color) = (0,0,0,0)
_ColorDark("Dark Color", Color) = (0, 0, 0, 0)_DetailTex("Detail Texture", 2D) = "white" {}
_DetailTexIntensity("Detail Texture Intensity", Range(0, 1)) = 1
_DitherStrength("Dither Strength", int) = 16
[HideInInspector] _texcoord("", 2D) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend SrcAlpha OneMinusSrcAlpha
AlphaToMask Off
Cull Back
ColorMask RGBA
ZWrite Off
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Base"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
struct vertexInput
{
float4 vertex : POSITION;
half2 texcoord : TEXCOORD0;
half4 vertexColor : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct vertexOutput
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD1;
half4 vertexColor : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform sampler2D _MainTex;
uniform half4 _MainTex_ST;
uniform half4 _ColorLight;
uniform half4 _ColorDark;
uniform sampler2D _DetailTex;
uniform half _DetailTexIntensity;
uniform half4 _DetailTex_ST;
uniform half _DitherStrength;
vertexOutput vert(vertexInput v)
{
vertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
o.vertexColor = v.vertexColor;
return o;
}
inline half DitherAnimatedNoise(half2 screenPos) {
half noise = frac(
dot(uint3(screenPos, floor(fmod(_Time.y * 10, 4))), uint3(2, 7, 23) / 17.0f));
noise -= 0.5; // remap from [0..1[ to [-0.5..0.5[
half noiseScaled = (noise / _DitherStrength);
return noiseScaled;
}
fixed4 frag(vertexOutput i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half ditherNoise = DitherAnimatedNoise(i.vertex.xy);
half4 detailTexture =
tex2D(_DetailTex, (i.texcoord.xy * _DetailTex_ST.xy) + _DetailTex_ST.zw);
detailTexture = saturate(detailTexture + (1 - _DetailTexIntensity));
half4 mainTexture = tex2D(_MainTex, i.texcoord.xy);
half4 finalColor = lerp(_ColorDark, _ColorLight, (mainTexture.r * detailTexture.r) + ditherNoise);
return half4(finalColor.rgb, i.vertexColor.r + ditherNoise);
}
ENDCG
}
}
}

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/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
Shader "Oculus/Interaction/Room"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_DetailTex("Detail Texture", 2D) = "white" {}
_DetailTexIntensity("Detail Texture Intensity", Range(0, 1)) = 1
_ColorLight("Light Color", Color) = (0,0,0,0)
_ColorDark("Dark Color", Color) = (0, 0, 0, 0)
_DitherStrength("Dither Strength", int) = 16
[HideInInspector] _texcoord("", 2D) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend Off
AlphaToMask Off
Cull Back
ColorMask RGBA
ZWrite On
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Base"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
struct vertexInput
{
float4 vertex : POSITION;
half2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct vertexOutput
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform sampler2D _MainTex;
uniform half4 _MainTex_ST;
uniform sampler2D _DetailTex;
uniform half _DetailTexIntensity;
uniform half4 _DetailTex_ST;
uniform half4 _ColorLight;
uniform half4 _ColorDark;
half _DitherStrength;
vertexOutput vert(vertexInput v)
{
vertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
return o;
}
inline half DitherAnimatedNoise(half2 screenPos) {
half noise = frac(
dot(uint3(screenPos, floor(fmod(_Time.y * 10, 4))), uint3(2, 7, 23) / 17.0f));
noise -= 0.5; // remap from [0..1[ to [-0.5..0.5[
half noiseScaled = (noise / _DitherStrength);
return noiseScaled;
}
fixed4 frag(vertexOutput i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half ditherNoise = DitherAnimatedNoise(i.vertex.xy);
half4 mainTexture = tex2D(_MainTex, i.texcoord.xy);
half4 detailTexture =
tex2D(_DetailTex, (i.texcoord.xy * _DetailTex_ST.xy) + _DetailTex_ST.zw);
detailTexture = saturate(pow(detailTexture, _DetailTexIntensity));
half4 finalColor = lerp(_ColorDark, _ColorLight, (mainTexture.r * detailTexture.r) + ditherNoise);
return finalColor;
}
ENDCG
}
}
}

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