├── Assets └── SilVR │ ├── 4D-Chess │ ├── Readme.txt │ ├── Models │ │ ├── Gizmos │ │ │ ├── Axis.fbx │ │ │ ├── arrow.fbx │ │ │ ├── arrow.fbx.meta │ │ │ └── Axis.fbx.meta │ │ ├── Pieces │ │ │ ├── King.fbx │ │ │ ├── pawn.fbx │ │ │ ├── queen.fbx │ │ │ ├── rook.fbx │ │ │ ├── bishop.fbx │ │ │ ├── knight.fbx │ │ │ ├── King.fbx.meta │ │ │ ├── pawn.fbx.meta │ │ │ ├── rook.fbx.meta │ │ │ ├── bishop.fbx.meta │ │ │ ├── knight.fbx.meta │ │ │ └── queen.fbx.meta │ │ ├── Board │ │ │ ├── GPU-Grid.fbx │ │ │ ├── TwoDifrickinmensionalChess.fbx │ │ │ ├── FourDifrickinmensionalChess.fbx │ │ │ ├── GPU-Grid.fbx.meta │ │ │ ├── FourDifrickinmensionalChess.fbx.meta │ │ │ └── TwoDifrickinmensionalChess.fbx.meta │ │ ├── Board.meta │ │ ├── Gizmos.meta │ │ └── Pieces.meta │ ├── Textures │ │ ├── Chess │ │ │ ├── chess.png │ │ │ └── chess.png.meta │ │ ├── Gizmos │ │ │ ├── axis.png │ │ │ ├── matcap.bmp │ │ │ ├── axis-int.png │ │ │ ├── axis-int.png.meta │ │ │ ├── axis.png.meta │ │ │ └── matcap.bmp.meta │ │ ├── RulesTextures │ │ │ ├── 3DChessBoardA.PNG │ │ │ ├── 3DChessBoardB.PNG │ │ │ ├── 4DChessBoard.PNG │ │ │ ├── BishopMovement.PNG │ │ │ ├── KnightMovement.PNG │ │ │ ├── PawnMovement.PNG │ │ │ ├── RookMovement.PNG │ │ │ ├── CoordinateSystem.PNG │ │ │ ├── Forward_vs_Lateral.PNG │ │ │ ├── 4DChessBoard.PNG.meta │ │ │ ├── PawnMovement.PNG.meta │ │ │ ├── RookMovement.PNG.meta │ │ │ ├── 3DChessBoardA.PNG.meta │ │ │ ├── 3DChessBoardB.PNG.meta │ │ │ ├── BishopMovement.PNG.meta │ │ │ ├── CoordinateSystem.PNG.meta │ │ │ ├── KnightMovement.PNG.meta │ │ │ └── Forward_vs_Lateral.PNG.meta │ │ ├── Chess.meta │ │ ├── Gizmos.meta │ │ └── RulesTextures.meta │ ├── Rulesets │ │ ├── Proportional │ │ │ ├── King_proportional.png │ │ │ ├── Rook_proportional.png │ │ │ ├── Bishop_proportional.png │ │ │ ├── Knight_proportional.png │ │ │ ├── Pawn_a_proportional.png │ │ │ ├── Pawn_b_proportional.png │ │ │ ├── Queen_proportional.png │ │ │ ├── Bishop_proportional.png.meta │ │ │ ├── King_proportional.png.meta │ │ │ ├── Knight_proportional.png.meta │ │ │ ├── Pawn_a_proportional.png.meta │ │ │ ├── Pawn_b_proportional.png.meta │ │ │ ├── Queen_proportional.png.meta │ │ │ └── Rook_proportional.png.meta │ │ └── Proportional.meta │ ├── Readme.txt.meta │ ├── Prefabs │ │ ├── 4D-chess.prefab.meta │ │ ├── Rules.prefab.meta │ │ ├── Pieces │ │ │ ├── King.prefab.meta │ │ │ ├── bishop.prefab.meta │ │ │ ├── knight.prefab.meta │ │ │ ├── pawn.prefab.meta │ │ │ ├── queen.prefab.meta │ │ │ ├── rook.prefab.meta │ │ │ └── knight.prefab │ │ └── Pieces.meta │ ├── Models.meta │ ├── Prefabs.meta │ ├── Scripts.meta │ ├── Shaders.meta │ ├── Materials.meta │ ├── Rulesets.meta │ ├── Textures.meta │ ├── Materials │ │ ├── Chess.meta │ │ ├── Gizmos.meta │ │ ├── RulesMaterial.meta │ │ ├── Chess │ │ │ ├── black.mat.meta │ │ │ ├── board.mat.meta │ │ │ ├── white.mat.meta │ │ │ ├── move-visualier.mat.meta │ │ │ ├── transparent-blue.mat.meta │ │ │ ├── transparent-green.mat.meta │ │ │ ├── move-visualier.mat │ │ │ ├── transparent-green.mat │ │ │ ├── transparent-blue.mat │ │ │ ├── board.mat │ │ │ ├── white.mat │ │ │ └── black.mat │ │ ├── Gizmos │ │ │ ├── Matcap.mat.meta │ │ │ ├── AxisDisplay2D.mat.meta │ │ │ ├── AxisDisplay3D-a.mat.meta │ │ │ ├── AxisDisplay3D-b.mat.meta │ │ │ ├── AxisDisplay4D.mat.meta │ │ │ ├── AxisDisplayRook.mat.meta │ │ │ ├── AxisArbitraryOne.mat.meta │ │ │ ├── AxisArbitraryThree.mat.meta │ │ │ ├── AxisArbitraryTwo.mat.meta │ │ │ ├── AxisDisplay4D-forward.mat.meta │ │ │ ├── AxisDisplay4D-lateral.mat.meta │ │ │ ├── AxisDisplayBishop-forward.mat.meta │ │ │ ├── AxisDisplayBishop-lateral.mat.meta │ │ │ ├── AxisDisplayKnight-forward.mat.meta │ │ │ ├── AxisDisplayKnight-lateral.mat.meta │ │ │ ├── AxisDisplayPawn-forward.mat.meta │ │ │ ├── AxisDisplayPawn-lateral.mat.meta │ │ │ ├── AxisDisplay2D.mat │ │ │ ├── AxisDisplay4D.mat │ │ │ ├── AxisDisplay3D-a.mat │ │ │ ├── AxisDisplay3D-b.mat │ │ │ ├── AxisDisplayRook.mat │ │ │ ├── AxisArbitraryOne.mat │ │ │ ├── AxisArbitraryThree.mat │ │ │ ├── AxisArbitraryTwo.mat │ │ │ ├── AxisDisplay4D-forward.mat │ │ │ ├── AxisDisplay4D-lateral.mat │ │ │ ├── AxisDisplayPawn-forward.mat │ │ │ ├── AxisDisplayBishop-forward.mat │ │ │ ├── AxisDisplayBishop-lateral.mat │ │ │ ├── AxisDisplayKnight-forward.mat │ │ │ ├── AxisDisplayKnight-lateral.mat │ │ │ ├── AxisDisplayPawn-lateral.mat │ │ │ └── Matcap.mat │ │ └── RulesMaterial │ │ │ ├── 3DChessBoardA.mat.meta │ │ │ ├── 3DChessBoardB.mat.meta │ │ │ ├── 4DChessBoard.mat.meta │ │ │ ├── RookMovement.mat.meta │ │ │ ├── BishopMovement.mat.meta │ │ │ ├── CoordinateSystem.mat.meta │ │ │ ├── Forward_vs_Lateral.mat.meta │ │ │ ├── KnightMovement.mat.meta │ │ │ ├── PawnMovement 1.mat.meta │ │ │ ├── 3DChessBoardA.mat │ │ │ ├── 3DChessBoardB.mat │ │ │ ├── 4DChessBoard.mat │ │ │ ├── BishopMovement.mat │ │ │ ├── KnightMovement.mat │ │ │ ├── PawnMovement 1.mat │ │ │ ├── RookMovement.mat │ │ │ ├── CoordinateSystem.mat │ │ │ └── Forward_vs_Lateral.mat │ ├── Scripts │ │ ├── ChessPiece.asset.meta │ │ ├── ResetButton.asset.meta │ │ ├── AxesController.asset.meta │ │ ├── GridInterface.asset.meta │ │ ├── PieceManager.asset.meta │ │ ├── ChessPiece.cs.meta │ │ ├── ResetButton.cs.meta │ │ ├── AxesController.cs.meta │ │ ├── GridInterface.cs.meta │ │ ├── PieceManager.cs.meta │ │ ├── AxesController.cs │ │ ├── ResetButton.cs │ │ ├── GridInterface.cs │ │ └── PieceManager.cs │ └── Shaders │ │ ├── Matcap.shader.meta │ │ ├── Axes-Display.shader.meta │ │ ├── Move-Visualizer.shader.meta │ │ ├── Matcap.shader │ │ └── Axes-Display.shader │ └── 4D-Chess.meta └── README.md /Assets/SilVR/4D-Chess/Readme.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Blake447/4D-Chess-VRC/HEAD/Assets/SilVR/4D-Chess/Readme.txt -------------------------------------------------------------------------------- /Assets/SilVR/4D-Chess/Models/Gizmos/Axis.fbx: -------------------------------------------------------------------------------- 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externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/SilVR/4D-Chess/Scripts/PieceManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4cc934c95e1a83f439256401aeb89d34 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/SilVR/4D-Chess/Scripts/AxesController.cs: -------------------------------------------------------------------------------- 1 | 2 | using UdonSharp; 3 | using UnityEngine; 4 | using VRC.SDKBase; 5 | using VRC.Udon; 6 | 7 | // This program is just a little manager for the 4D axis gizmos I use. It interfaces with a material in order 8 | // to set its unique state of what axes should be shown opaquely, transparently, or not at all. 9 | public class AxesController : UdonSharpBehaviour 10 | { 11 | 12 | public Vector4 EnabledAxes; 13 | public Material mat; 14 | public GameObject[] MovesetsEnabled; 15 | public GameObject[] MovesetsDisabled; 16 | 17 | 18 | 19 | public override void Interact() 20 | { 21 | mat.SetVector("_Ghost", EnabledAxes); 22 | foreach (GameObject g in MovesetsEnabled) 23 | { 24 | g.SetActive(true); 25 | } 26 | foreach (GameObject g in MovesetsDisabled) 27 | { 28 | g.SetActive(false); 29 | } 30 | } 31 | } 32 | -------------------------------------------------------------------------------- /Assets/SilVR/4D-Chess/Scripts/ResetButton.cs: -------------------------------------------------------------------------------- 1 | 2 | using UdonSharp; 3 | using UnityEngine; 4 | using VRC.SDKBase; 5 | using VRC.Udon; 6 | 7 | // Logic for the specific reset button using VRChat Interact() method to call. 8 | public class ResetButton : UdonSharpBehaviour 9 | { 10 | // field for the two piece managers 11 | public PieceManager[] managers; 12 | 13 | // field for if the button is enabled 14 | public bool isButton; 15 | 16 | // field for master check only 17 | public bool requiresMaster = true; 18 | 19 | // Resets all pieces 20 | public void ResetAllPieces() 21 | { 22 | foreach (PieceManager m in managers) 23 | { 24 | m.ResetPieces(); 25 | } 26 | } 27 | 28 | // Act as a VRChat interactable. Upon clicking or pressing trigger near in game, 29 | public override void Interact() 30 | { 31 | // If the button is enabled and our player is master of the instance / not master required 32 | if (isButton && (Networking.IsMaster || !requiresMaster)) 33 | { 34 | // Reset all the pieces 35 | ResetAllPieces(); 36 | } 37 | } 38 | 39 | } 40 | -------------------------------------------------------------------------------- /Assets/SilVR/4D-Chess/Materials/Gizmos/AxisDisplay2D.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: AxisDisplay2D 11 | m_Shader: {fileID: 4800000, guid: 17f84d27bcfe40241b101ee4d9313b52, type: 3} 12 | m_ShaderKeywords: 13 | m_LightmapFlags: 4 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _MainTex: 23 | m_Texture: {fileID: 2800000, guid: 8f4e0f29076249041a8e860a4550c873, type: 3} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | - _Matcap: 27 | m_Texture: {fileID: 2800000, guid: aba4db619fff2db4b87f2e572c2efca7, type: 3} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | m_Floats: 31 | - _Alpha: 0.303 32 | m_Colors: 33 | - _Axes: {r: 1, g: 1, b: 0, a: 0} 34 | - _Ghost: {r: 1, g: 1, b: 1, a: 1} 35 | -------------------------------------------------------------------------------- /Assets/SilVR/4D-Chess/Materials/Gizmos/AxisDisplay4D.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: Matcap 11 | m_Shader: {fileID: 4800000, guid: 7d02f48593a764d4c80ec12658e62ede, type: 3} 12 | m_ShaderKeywords: 13 | m_LightmapFlags: 4 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _MainTex: 23 | m_Texture: {fileID: 2800000, guid: aba4db619fff2db4b87f2e572c2efca7, type: 3} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | - _Matcap: 27 | m_Texture: {fileID: 2800000, guid: aba4db619fff2db4b87f2e572c2efca7, type: 3} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | m_Floats: 31 | - _Alpha: 0.303 32 | - _Baseline: 0.2 33 | - _MatcapFactor: 0.5 34 | - _On: 0 35 | - _Scale: 0.01 36 | - _Scale2: 0.01 37 | m_Colors: 38 | - _Axes: {r: 1, g: 1, b: 1, a: 1} 39 | - _Color: {r: 1, g: 1, b: 1, a: 1} 40 | - _Ghost: {r: 1, g: 1, b: 1, a: 1} 41 | - _ShadowColor: {r: 0, g: 0, b: 0, a: 0} 42 | -------------------------------------------------------------------------------- /Assets/SilVR/4D-Chess/Scripts/GridInterface.cs: -------------------------------------------------------------------------------- 1 | 2 | using UdonSharp; 3 | using UnityEngine; 4 | using VRC.SDKBase; 5 | using VRC.Udon; 6 | 7 | public class GridInterface : UdonSharpBehaviour 8 | { 9 | //public Transform[] planes; 10 | public Vector4 coordinate; 11 | 12 | // The reference piece is the current piece from which the moveset and position of the move 13 | // visualizer uses to highlight available moves. 14 | public ChessPiece refPiece; 15 | 16 | // The grid interface is a material that uses a vector and int parameter to determine the 17 | // current coordinate we're visualizing from and the piece we are visualizing respectively. 18 | public Material gpuGridInterface; 19 | 20 | 21 | // This is the udon script that manages the gpu grid underneath the chess board. I sets the vector and 22 | // piece reference to the piece last picked up. This one isn't very autonomous, and isnt very 23 | // complicated either. For the most part, the individual chess pieces will be calling this objects 24 | // methods. It serves as the interface between the visualizer and pieces 25 | 26 | // When a chess piece calls this method through the interface, this will update the visualizer 27 | public void UpdateGpuGrid() 28 | { 29 | // So long as we have a valid reference piece 30 | if (refPiece != null) 31 | { 32 | // Get the reference pieces coordinate, and piece id, then give that to the material 33 | gpuGridInterface.SetVector("_Vector", refPiece.coordinate); 34 | gpuGridInterface.SetInt("_Piece", refPiece.pieceType); 35 | } 36 | } 37 | 38 | // When a chess piece calls this method through the interface, it will hide the visualizer 39 | public void HideGpuGrid() 40 | { 41 | // Clear the reference piece 42 | refPiece = null; 43 | 44 | // Set the piece ID to 0 (default value, hiding all grid cubes. 45 | gpuGridInterface.SetInt("_Piece", 0); 46 | } 47 | 48 | 49 | } 50 | -------------------------------------------------------------------------------- /Assets/SilVR/4D-Chess/Scripts/PieceManager.cs: -------------------------------------------------------------------------------- 1 | 2 | using UdonSharp; 3 | using UnityEngine; 4 | using VRC.SDKBase; 5 | using VRC.Udon; 6 | 7 | public class PieceManager : UdonSharpBehaviour 8 | { 9 | public ChessPiece[] pieces; 10 | public GridInterface gi; 11 | public GameObject rootObject; 12 | 13 | // This program mainly serves to inialize all the neccesary information on runtime. Largely unneccesary, but 14 | // since multi-editing isnt supported for udon behaviors, this was the easiest way for me to routinely update 15 | // and modify specific fields. 16 | 17 | // Upon program start 18 | void Start() 19 | { 20 | // Get the position of the root object, acting as the orgin for our coordinate systems 21 | Vector3 pos_input = rootObject.transform.position; 22 | 23 | // Get all the chess pieces in the children of this object 24 | pieces = GetComponentsInChildren(); 25 | 26 | // and for each chess piece 27 | foreach (ChessPiece p in pieces) 28 | { 29 | // Assign the grid interface so it can access the visualizer 30 | p.gi = gi; 31 | 32 | // Assign the root object in case we want to access its transform 33 | p.rootObject = rootObject; 34 | 35 | // Make sure each piece has recorded its initial positions and rotations to reset to 36 | p.r0 = p.transform.rotation; 37 | p.p0 = p.transform.position; 38 | 39 | // Update the basis of the pieces in case the board has been rotated and/or scaled 40 | p.PerformSnap(); 41 | } 42 | } 43 | 44 | // Method for resetting the game board 45 | public void ResetPieces() 46 | { 47 | foreach (ChessPiece p in pieces) 48 | { 49 | // First off, make sure that the person who owns all the pieces is the person who hit the reset button 50 | Networking.SetOwner(Networking.LocalPlayer, p.gameObject); 51 | 52 | // Reset the positions and rotations of each piece 53 | p.transform.position = p.p0; 54 | p.transform.rotation = p.r0; 55 | } 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /Assets/SilVR/4D-Chess/Materials/Chess/move-visualier.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: move-visualier 11 | m_Shader: {fileID: 4800000, guid: 6859c4f971c95ce4d9920bfae4e162f5, type: 3} 12 | m_ShaderKeywords: 13 | m_LightmapFlags: 4 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - 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The game itself extends the rules of traditional 2D chess to 4 spatial dimensions by restating the move sets of the original game in terms of combinations of forward and lateral directions, and adds a hyperforward (w axis) and hyperlateral (z axis) direction, allowing for either, both, or neither to be chosen as the forward/lateral direction used to generate the original movesets. It also makes the board 4x4x4x4 as opposed to the traditional 8x8 3 | 4 | ## Requirements: 5 | 6 | 1. Unity 2018.4.20f1 or greater 7 | 2. VRCSDK3 with Udon: https://vrchat.com/home/download 8 | 3. Merlin's Udon Sharp compiler: https://github.com/MerlinVR/UdonSharp/releases 9 | - Note: Udon Sharp v0.19.0 is tested an works correctly. Older versions may handle int casts differently. In older versions, explicit integer casts may be treated as rounding operations instead of truncation, leading to the snap function breaking, upon which the visualizer depends. 10 | 11 | ## Installation: 12 | 13 | Install the VRChat SDK and Udon Sharp compiler first, then merge the Assets folder included in the master branch with your Assets folder in the unity project. 14 | 15 | ## Usage: 16 | 17 | There are two prefabs included in this package. The first is an actual chess board, all set up for a game, and the other is a set of informative structures accompanied by text that allows new players to get the grasp of understanding how to extend chess to 4 Dimensions. After the installation process is complete, simply drop either prefab into the scene. The prefab for the chess board can be rescaled, moved, and rotated without breaking, however this CAN NOT be done while in play mode and has to be done before runtime. Many calculations are done to ascertain the scale of the model and generate basis vectors for snapping logic that only occur on start up to maintain good performance. 18 | 19 | ## Customization 20 | 21 | As stated above, you can scale, rotate, and move the main prefab. Additionally, you can change the material for the board and pieces. The visualizer material also allows you to pick the colors for valid moves and attacking moves, however the shader itself is fairly complicated and can't be easily modified. Finally, the scale of the individual pieces should also be adjustable without breaking any of the logic. The spacing between slices and volumes of the board in relation to the scale of the squares are fixed and cannot be easily altered. 22 | -------------------------------------------------------------------------------- /Assets/SilVR/4D-Chess/Materials/Chess/board.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: board 11 | m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} 12 | m_ShaderKeywords: _EMISSION 13 | m_LightmapFlags: 1 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _BumpMap: 23 | m_Texture: {fileID: 0} 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humanoidOversampling: 1 108 | additionalBone: 0 109 | userData: 110 | assetBundleName: 111 | assetBundleVariant: 112 | -------------------------------------------------------------------------------- /Assets/SilVR/4D-Chess/Shaders/Matcap.shader: -------------------------------------------------------------------------------- 1 | Shader "SilVR/Misc Shaders/Matcap" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _On("Turn alt method on", Range(0,1)) = 0.0 7 | } 8 | SubShader 9 | { 10 | Tags { "RenderType"="Opaque" } 11 | LOD 100 12 | 13 | Pass 14 | { 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | 19 | #include "UnityCG.cginc" 20 | 21 | struct appdata 22 | { 23 | float4 vertex : POSITION; 24 | float2 uv : TEXCOORD0; 25 | float3 normal : NORMAL; 26 | float3 tangent : TANGENT; 27 | }; 28 | 29 | struct v2f 30 | { 31 | float2 uv : TEXCOORD0; 32 | float4 vertex : SV_POSITION; 33 | 34 | float3 normal : NORMAL; 35 | float3 tangent : TANGENT; 36 | 37 | float3 wray : TEXCOORD1; 38 | 39 | float3 up : TEXCOORD2; 40 | float3 rt : TEXCOORD3; 41 | 42 | float3 fw : TEXCOORD4; 43 | }; 44 | 45 | sampler2D _MainTex; 46 | float4 _MainTex_ST; 47 | float _On; 48 | 49 | float4 multiplyQuaternions(float4 a, float4 b) 50 | { 51 | 52 | return float4 (a.w * b.w - dot(a.xyz, b.xyz), a.w * b.xyz + b.w * a.xyz + cross(a, b)); 53 | } 54 | 55 | float4 conjugateQuaternion(float4 a) 56 | { 57 | return a * float4(-1.0, -1.0, -1.0, 1.0); 58 | } 59 | 60 | float3 rotateAlongAxis(float3 p, float3 axis, float angle) 61 | { 62 | float4 p_quat = float4(p, 0.0); 63 | float4 q_quat = float4(normalize(axis)*sin(angle), cos(angle)); 64 | return multiplyQuaternions(multiplyQuaternions(q_quat, p_quat), conjugateQuaternion(q_quat)).xyz; 65 | } 66 | 67 | 68 | v2f vert (appdata v) 69 | { 70 | v2f o; 71 | o.vertex = UnityObjectToClipPos(v.vertex); 72 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 73 | 74 | o.normal = mul((float3x3)unity_ObjectToWorld, v.normal); 75 | o.tangent = mul((float3x3)unity_ObjectToWorld, v.tangent); 76 | 77 | o.wray = mul(unity_ObjectToWorld, v.vertex).xyz - _WorldSpaceCameraPos; 78 | 79 | o.up = mul((float3x3)unity_CameraToWorld, float3(0.0, 1.0, 0.0)); 80 | o.rt = mul((float3x3)unity_CameraToWorld, float3(1.0, 0.0, 0.0)); 81 | o.fw = mul((float3x3)unity_CameraToWorld, float3(0.0, 0.0, 1.0)); 82 | return o; 83 | } 84 | 85 | fixed4 frag(v2f i) : SV_Target 86 | { 87 | 88 | float3 ray = normalize(i.wray); 89 | float3 normal = normalize(i.normal); 90 | float3 tangent = normalize(i.tangent); 91 | 92 | float2 origin = float2(0.5, 0.5); 93 | float radius = 0.5; 94 | 95 | float3 ray_up = normalize(float3(0, 1, 0) - ray * dot(ray, float3(0, 1, 0))); 96 | float3 ray_rt = normalize(cross(ray, ray_up)); 97 | 98 | float up = dot(normal, ray_rt); 99 | float rt = dot(normal, ray_up); 100 | 101 | float2 uv = origin + float2(rt, up) * radius; 102 | 103 | 104 | 105 | float4 matcap = tex2D(_MainTex, uv); 106 | 107 | 108 | // sample the texture 109 | fixed4 col = matcap; 110 | return col; 111 | } 112 | ENDCG 113 | } 114 | } 115 | } 116 | -------------------------------------------------------------------------------- /Assets/SilVR/4D-Chess/Shaders/Axes-Display.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/Axes-Display" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Axes("Per Axis Visibility", Vector) = (1,1,1,1) 7 | _Ghost("Per Axis Opacity", Vector) = (1,1,1,1) 8 | 9 | _Matcap("Matcap", 2D) = "white" {} 10 | _Alpha("Alpha", Range(0,1)) = 1 11 | } 12 | SubShader 13 | { 14 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 15 | LOD 100 16 | Blend SrcAlpha OneMinusSrcAlpha 17 | 18 | Pass 19 | { 20 | CGPROGRAM 21 | #pragma vertex vert 22 | #pragma fragment frag 23 | #include "UnityCG.cginc" 24 | 25 | struct appdata 26 | { 27 | float4 vertex : POSITION; 28 | float2 uv : TEXCOORD0; 29 | float3 normal : NORMAL; 30 | float3 tangent : TANGENT; 31 | }; 32 | 33 | struct v2f 34 | { 35 | float2 uv : TEXCOORD0; 36 | UNITY_FOG_COORDS(1) 37 | float4 vertex : SV_POSITION; 38 | float4 color : COLOR; 39 | 40 | float3 normal : NORMAL; 41 | float3 tangent : TANGENT; 42 | 43 | float4 ghost : TEXCOORD2; 44 | 45 | float3 wpos : TEXCOORD1; 46 | }; 47 | 48 | sampler2D _MainTex; 49 | sampler2D _Matcap; 50 | float4 _MainTex_ST; 51 | float4 _Axes; 52 | float4 _Ghost; 53 | 54 | float _Alpha; 55 | 56 | // The purpose of this shader is to handle a specific gizmo for visualizing unit vectors in 4D space. 57 | // It allows the user to input two vectors, with components equal to either 0 or 1. These vectors 58 | // correspond to an x,y,z, and w axis. A "1" in the respective component of the _Axes vector will 59 | // make the axis visible in the first place, and a "1" in _Ghost will make it opaque as well. 60 | 61 | v2f vert (appdata v) 62 | { 63 | v2f o; 64 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 65 | 66 | // Cut the uv coordinates into two sections horizontally, and two sections vertically 67 | float uv_x_half = step(0.5, o.uv.x); 68 | float uv_y_half = step(0.5, o.uv.y); 69 | 70 | // Find the intersections of them to determine the quadrant we are in, referenced by color. 71 | // The texture Assets > SilVR > 4D-Chess > Textures > Gizmos > Axis is what these colors 72 | // align to. 73 | float red = (1-uv_x_half) * uv_y_half; 74 | float blu = uv_x_half * uv_y_half; 75 | float grn = (1 - uv_x_half) * (1 - uv_y_half); 76 | float alp = uv_x_half * (1 - uv_y_half); 77 | 78 | // Construct a float4 in which the location of a 1 determines what axis we're concerned about. 79 | // for example, if the mesh we are rendering is the x axis of the gizmo, its uv coordinates 80 | // will lie in the red range, and this float4 will be (1, 0, 0, 0) 81 | float4 axes = float4(red, blu, grn, alp); 82 | 83 | // Prepare to transfer this info to the fragment shader 84 | o.ghost = axes; 85 | 86 | // Use the dot product to determine if our portion of the mesh in question is to be visible, 87 | // as specified by the vector _Axes. For example, if _Axes was (1,0,1,0), the dot product would 88 | // be one for red and green, but zero for blue and alpha. 89 | float isVisible = saturate(dot(axes, _Axes)); 90 | 91 | // Multiply the vertex position by the isVisible float. If visible, it unchanged. If not, its collapsed 92 | // into a single point and discarded by the rasterizer. 93 | o.vertex = UnityObjectToClipPos(v.vertex*isVisible); 94 | 95 | // Initialize float4 coordinates for sampling the colors 96 | float4 uv_x = float4(0.25, 0.75, 0.0, 0.0); 97 | float4 uv_y = float4(0.75, 0.75, 0.0, 0.0); 98 | float4 uv_z = float4(0.25, 0.25, 0.0, 0.0); 99 | float4 uv_w = float4(0.75, 0.25, 0.0, 0.0); 100 | 101 | // I believe this is unused, but I'd rather not delete it just in case 102 | float4 color = tex2Dlod(_MainTex, uv_z); 103 | o.color = color; 104 | 105 | // Transfer normal and tangent info to fragment shader 106 | o.normal = mul((float3x3)unity_ObjectToWorld, v.normal); 107 | o.tangent = mul((float3x3)unity_ObjectToWorld, v.tangent); 108 | 109 | // transfer world position of the vertex to fragment shader (interpolates cleanly) 110 | o.wpos = mul(unity_ObjectToWorld, v.vertex); 111 | 112 | return o; 113 | } 114 | 115 | fixed4 frag (v2f i) : SV_Target 116 | { 117 | 118 | // Calculate the normal 119 | float3 normal = normalize(i.normal); 120 | 121 | // Calculate the view direction ray and tangents 122 | float3 ray = normalize(i.wpos - _WorldSpaceCameraPos); 123 | float3 tangent = normalize(i.tangent); 124 | 125 | // define the center and radius of a 2D circle for use in sampling the matcap 126 | float2 origin = float2(0.5, 0.5); 127 | float radius = 0.5; 128 | 129 | // Use the component of the world space up vector not paralell to the view ray as the up vector 130 | float3 ray_up = normalize(float3(0, 1, 0) - ray * dot(ray, float3(0, 1, 0))); 131 | 132 | // Use that up vector to determine a right vector 133 | float3 ray_rt = normalize(cross(ray, ray_up)); 134 | 135 | // compare to the normal vector to generate uv coordinates 136 | float up = dot(normal, ray_rt); 137 | float rt = dot(normal, ray_up); 138 | 139 | // Use the comparisons to construct uv coordinates for sampling from a matcap 140 | float2 mc_uv = origin + float2(rt, up).yx * radius; 141 | 142 | // Sample from the matcap for a bit of extra flare 143 | float4 matcap = tex2D(_Matcap, mc_uv); 144 | 145 | // Tint the matcap by the axis colors 146 | float3 color = tex2D(_MainTex, i.uv) * matcap; 147 | 148 | // Determine the transparency of the arrow. 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