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# This .gitignore file should be placed at the root of your Unity project directory | ||
# | ||
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore | ||
# | ||
/[Ll]ibrary/ | ||
/[Tt]emp/ | ||
/[Oo]bj/ | ||
/[Bb]uild/ | ||
/[Bb]uilds/ | ||
/[Ll]ogs/ | ||
/[Uu]ser[Ss]ettings/ | ||
|
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# MemoryCaptures can get excessive in size. | ||
# They also could contain extremely sensitive data | ||
/[Mm]emoryCaptures/ | ||
|
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# Recordings can get excessive in size | ||
/[Rr]ecordings/ | ||
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# Uncomment this line if you wish to ignore the asset store tools plugin | ||
# /[Aa]ssets/AssetStoreTools* | ||
|
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# Autogenerated Jetbrains Rider plugin | ||
/[Aa]ssets/Plugins/Editor/JetBrains* | ||
|
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# Visual Studio cache directory | ||
.vs/ | ||
|
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# Gradle cache directory | ||
.gradle/ | ||
|
||
# Autogenerated VS/MD/Consulo solution and project files | ||
ExportedObj/ | ||
.consulo/ | ||
*.csproj | ||
*.unityproj | ||
*.sln | ||
*.suo | ||
*.tmp | ||
*.user | ||
*.userprefs | ||
*.pidb | ||
*.booproj | ||
*.svd | ||
*.pdb | ||
*.mdb | ||
*.opendb | ||
*.VC.db | ||
|
||
# Unity3D generated meta files | ||
*.pidb.meta | ||
*.pdb.meta | ||
*.mdb.meta | ||
|
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# Unity3D generated file on crash reports | ||
sysinfo.txt | ||
|
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# Builds | ||
*.apk | ||
*.aab | ||
*.unitypackage | ||
*.app | ||
|
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# Crashlytics generated file | ||
crashlytics-build.properties | ||
|
||
# Packed Addressables | ||
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* | ||
|
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# Temporary auto-generated Android Assets | ||
/[Aa]ssets/[Ss]treamingAssets/aa.meta | ||
/[Aa]ssets/[Ss]treamingAssets/aa/* |
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{ | ||
"version": "1.0", | ||
"components": [ | ||
"Microsoft.VisualStudio.Workload.ManagedGame" | ||
] | ||
} |
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// Copyright (c) Microsoft Corporation. | ||
// Licensed under the MIT License. | ||
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// NOTE: MRTK Shaders are versioned via the MRTK.Shaders.sentinel file. | ||
// When making changes to any shader's source file, the value in the sentinel _must_ be incremented. | ||
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Shader "Hidden/ChannelPacker" | ||
{ | ||
Properties | ||
{ | ||
_MetallicMap("Metallic Map", 2D) = "black" {} | ||
_MetallicMapChannel("Metallic Map Channel", Int) = 0 // Red. | ||
_MetallicUniform("Metallic Uniform", Float) = -0.01 | ||
_OcclusionMap("Occlusion Map", 2D) = "white" {} | ||
_OcclusionMapChannel("Occlusion Map Channel", Int) = 1 // Green. | ||
_OcclusionUniform("Occlusion Uniform", Float) = -0.01 | ||
_EmissionMap("Emission Map", 2D) = "black" {} | ||
_EmissionMapChannel("Emission Map Channel", Int) = 4 // RGBAverage. | ||
_EmissionUniform("Emission Uniform", Float) = -0.01 | ||
_SmoothnessMap("Smoothness Map", 2D) = "gray" {} | ||
_SmoothnessMapChannel("Smoothness Map Channel", Int) = 3 // Alpha. | ||
_SmoothnessUniform("Smoothness Uniform", Float) = -0.01 | ||
} | ||
SubShader | ||
{ | ||
Pass | ||
{ | ||
CGPROGRAM | ||
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#pragma vertex vert | ||
#pragma fragment frag | ||
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#include "UnityCG.cginc" | ||
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struct appdata | ||
{ | ||
float4 vertex : POSITION; | ||
float2 uv : TEXCOORD0; | ||
}; | ||
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struct v2f | ||
{ | ||
float4 vertex : SV_POSITION; | ||
float2 uv : TEXCOORD0; | ||
}; | ||
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sampler2D _MetallicMap; | ||
int _MetallicMapChannel; | ||
float _MetallicUniform; | ||
sampler2D _OcclusionMap; | ||
int _OcclusionMapChannel; | ||
float _OcclusionUniform; | ||
sampler2D _EmissionMap; | ||
int _EmissionMapChannel; | ||
float _EmissionUniform; | ||
sampler2D _SmoothnessMap; | ||
int _SmoothnessMapChannel; | ||
float _SmoothnessUniform; | ||
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v2f vert(appdata v) | ||
{ | ||
v2f o; | ||
o.vertex = UnityObjectToClipPos(v.vertex); | ||
o.uv = v.uv; | ||
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return o; | ||
} | ||
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fixed4 ToGrayScale(fixed4 color) | ||
{ | ||
return color.r * 0.21 + color.g * 0.71 + color.b * 0.08; | ||
} | ||
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fixed Sample(fixed4 color, int channel, float uniformValue) | ||
{ | ||
if (uniformValue >= 0.0) | ||
{ | ||
return uniformValue; | ||
} | ||
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if (channel == 4) | ||
{ | ||
return ToGrayScale(color); | ||
} | ||
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return color[channel]; | ||
} | ||
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fixed4 frag(v2f i) : SV_Target | ||
{ | ||
fixed4 output; | ||
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output.r = Sample(tex2D(_MetallicMap, i.uv), _MetallicMapChannel, _MetallicUniform); | ||
output.g = Sample(tex2D(_OcclusionMap, i.uv), _OcclusionMapChannel, _OcclusionUniform); | ||
output.b = Sample(tex2D(_EmissionMap, i.uv), _EmissionMapChannel, _EmissionUniform); | ||
output.a = Sample(tex2D(_SmoothnessMap, i.uv), _SmoothnessMapChannel, _SmoothnessUniform); | ||
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return output; | ||
} | ||
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ENDCG | ||
} | ||
} | ||
} |
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// Copyright (c) Microsoft Corporation. | ||
// Licensed under the MIT License. | ||
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||
// NOTE: MRTK Shaders are versioned via the MRTK.Shaders.sentinel file. | ||
// When making changes to any shader's source file, the value in the sentinel _must_ be incremented. | ||
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Shader "Mixed Reality Toolkit/Depth Buffer Viewer" | ||
{ | ||
Properties | ||
{ | ||
_DepthTex("Texture", 2D) = "black" {} | ||
_MainTex("Base (RGB)", 2D) = "green" {} | ||
} | ||
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SubShader | ||
{ | ||
Pass | ||
{ | ||
CGPROGRAM | ||
#pragma vertex vert_img | ||
#pragma fragment frag | ||
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#include "UnityCG.cginc" | ||
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uniform sampler2D _MainTex; | ||
sampler2D _DepthTex; | ||
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float4 frag(v2f_img i) : COLOR | ||
{ | ||
return Linear01Depth(SAMPLE_DEPTH_TEXTURE(_DepthTex, i.uv)); | ||
} | ||
ENDCG | ||
} | ||
} | ||
} |
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// Copyright (c) Microsoft Corporation. | ||
// Licensed under the MIT License. | ||
|
||
// NOTE: MRTK Shaders are versioned via the MRTK.Shaders.sentinel file. | ||
// When making changes to any shader's source file, the value in the sentinel _must_ be incremented. | ||
|
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Shader "Hidden/Instanced-Colored" | ||
{ | ||
Properties | ||
{ | ||
_Color("Color", Color) = (1.0, 1.0, 1.0, 1.0) | ||
_ZWrite("ZWrite", Int) = 1.0 // On | ||
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Int) = 4.0 // LEqual | ||
[Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull", Int) = 0.0 // Off | ||
} | ||
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SubShader | ||
{ | ||
Pass | ||
{ | ||
Name "Main" | ||
Tags{ "RenderType" = "Opaque" } | ||
ZWrite[_ZWrite] | ||
ZTest[_ZTest] | ||
Cull[_Cull] | ||
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CGPROGRAM | ||
|
||
#pragma vertex vert | ||
#pragma fragment frag | ||
|
||
#pragma multi_compile_instancing | ||
|
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#include "UnityCG.cginc" | ||
|
||
struct appdata_t | ||
{ | ||
fixed4 vertex : POSITION; | ||
UNITY_VERTEX_INPUT_INSTANCE_ID | ||
}; | ||
|
||
struct v2f | ||
{ | ||
fixed4 vertex : SV_POSITION; | ||
fixed4 color : COLOR0; | ||
UNITY_VERTEX_OUTPUT_STEREO | ||
}; | ||
|
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float4x4 _ParentLocalToWorldMatrix; | ||
|
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UNITY_INSTANCING_BUFFER_START(Props) | ||
UNITY_DEFINE_INSTANCED_PROP(float4, _Color) | ||
UNITY_INSTANCING_BUFFER_END(Props) | ||
|
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v2f vert(appdata_t v) | ||
{ | ||
v2f o; | ||
UNITY_SETUP_INSTANCE_ID(v); | ||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | ||
o.vertex = mul(UNITY_MATRIX_VP, mul(_ParentLocalToWorldMatrix, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)))); | ||
o.color = UNITY_ACCESS_INSTANCED_PROP(Props, _Color); | ||
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return o; | ||
} | ||
|
||
fixed4 frag(v2f i) : SV_Target | ||
{ | ||
return i.color; | ||
} | ||
|
||
ENDCG | ||
} | ||
} | ||
} |
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