├── .gitignore
├── Assets
├── CesiumForUnitySamples.meta
├── CesiumForUnitySamples
│ ├── Materials.meta
│ ├── Materials
│ │ ├── CesiumAECElectrical.mat
│ │ ├── CesiumAECElectrical.mat.meta
│ │ ├── CesiumAECHVAC.mat
│ │ ├── CesiumAECHVAC.mat.meta
│ │ ├── CesiumAECPlumbing.mat
│ │ ├── CesiumAECPlumbing.mat.meta
│ │ ├── CesiumMetadataMarker.mat
│ │ ├── CesiumMetadataMarker.mat.meta
│ │ ├── CesiumSamplesDiffuseColor.mat
│ │ ├── CesiumSamplesDiffuseColor.mat.meta
│ │ ├── CesiumSamplesDiffuseColor.shadergraph
│ │ ├── CesiumSamplesDiffuseColor.shadergraph.meta
│ │ ├── CesiumSamplesOneOverlay.mat
│ │ ├── CesiumSamplesOneOverlay.mat.meta
│ │ ├── CesiumSamplesOneOverlay.shadergraph
│ │ └── CesiumSamplesOneOverlay.shadergraph.meta
│ ├── Prefabs.meta
│ ├── Prefabs
│ │ ├── CesiumGettingStarted.prefab
│ │ ├── CesiumGettingStarted.prefab.meta
│ │ ├── CesiumLandmarkIndicatorCanvas.prefab
│ │ ├── CesiumLandmarkIndicatorCanvas.prefab.meta
│ │ ├── CesiumMetadataUI.prefab
│ │ └── CesiumMetadataUI.prefab.meta
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── 01_CesiumWorld.unity
│ │ ├── 01_CesiumWorld.unity.meta
│ │ ├── 02_CesiumMelbourne.unity
│ │ ├── 02_CesiumMelbourne.unity.meta
│ │ ├── 03_CesiumSanFrancisco.unity
│ │ ├── 03_CesiumSanFrancisco.unity.meta
│ │ ├── 04_CesiumSubScenes.unity
│ │ ├── 04_CesiumSubScenes.unity.meta
│ │ ├── 05_CesiumMetadata.unity
│ │ ├── 05_CesiumMetadata.unity.meta
│ │ ├── 06_CesiumPointClouds.unity
│ │ ├── 06_CesiumPointClouds.unity.meta
│ │ ├── 07_CesiumGoogleMapsTiles.unity
│ │ ├── 07_CesiumGoogleMapsTiles.unity.meta
│ │ ├── 08_CesiumArchitecturalDesign.unity
│ │ ├── 08_CesiumArchitecturalDesign.unity.meta
│ │ ├── VR01_CesiumDenver.unity
│ │ ├── VR01_CesiumDenver.unity.meta
│ │ ├── VR02_CesiumMetadata.unity
│ │ ├── VR02_CesiumMetadata.unity.meta
│ │ ├── VR03_CesiumMagicLeap.unity
│ │ └── VR03_CesiumMagicLeap.unity.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── CesiumSamplesFlyToLocationHandler.cs
│ │ ├── CesiumSamplesFlyToLocationHandler.cs.meta
│ │ ├── CesiumSamplesLocationBrowser.cs
│ │ ├── CesiumSamplesLocationBrowser.cs.meta
│ │ ├── CesiumSamplesLocationsData.cs
│ │ ├── CesiumSamplesLocationsData.cs.meta
│ │ ├── CesiumSamplesMetadataPicking.cs
│ │ ├── CesiumSamplesMetadataPicking.cs.meta
│ │ ├── CesiumSamplesMetadataPickingAEC.cs
│ │ ├── CesiumSamplesMetadataPickingAEC.cs.meta
│ │ ├── CesiumSamplesMetadataPickingMagicLeap.cs
│ │ ├── CesiumSamplesMetadataPickingMagicLeap.cs.meta
│ │ ├── CesiumSamplesMetadataPickingVR.cs
│ │ ├── CesiumSamplesMetadataPickingVR.cs.meta
│ │ ├── CesiumSamplesRequiresMagicLeap.cs
│ │ ├── CesiumSamplesRequiresMagicLeap.cs.meta
│ │ ├── CesiumSamplesScene.cs
│ │ ├── CesiumSamplesScene.cs.meta
│ │ ├── CesiumSamplesTeleportationArea.cs
│ │ ├── CesiumSamplesTeleportationArea.cs.meta
│ │ ├── CesiumSamplesToggleLayer.cs
│ │ ├── CesiumSamplesToggleLayer.cs.meta
│ │ ├── CesiumSamplesTransformFromCamera.cs
│ │ ├── CesiumSamplesTransformFromCamera.cs.meta
│ │ ├── Editor.meta
│ │ └── Editor
│ │ │ ├── CesiumMagicLeapDefine.cs
│ │ │ └── CesiumMagicLeapDefine.cs.meta
│ ├── Settings.meta
│ ├── Settings
│ │ ├── CesiumSamplesNewYorkCityLocations.asset
│ │ ├── CesiumSamplesNewYorkCityLocations.asset.meta
│ │ ├── SampleSceneProfile.asset
│ │ ├── SampleSceneProfile.asset.meta
│ │ ├── URP-Balanced-Renderer.asset
│ │ ├── URP-Balanced-Renderer.asset.meta
│ │ ├── URP-Balanced.asset
│ │ ├── URP-Balanced.asset.meta
│ │ ├── URP-HighFidelity-Renderer.asset
│ │ ├── URP-HighFidelity-Renderer.asset.meta
│ │ ├── URP-HighFidelity.asset
│ │ ├── URP-HighFidelity.asset.meta
│ │ ├── URP-Performant-Renderer.asset
│ │ ├── URP-Performant-Renderer.asset.meta
│ │ ├── URP-Performant.asset
│ │ └── URP-Performant.asset.meta
│ ├── Sprites.meta
│ └── Sprites
│ │ ├── Triangle.png
│ │ └── Triangle.png.meta
├── CesiumSettings.meta
├── CesiumSettings
│ ├── Resources.meta
│ └── Resources
│ │ ├── CesiumIonServers.meta
│ │ ├── CesiumIonServers
│ │ ├── ion.cesium.com.asset
│ │ └── ion.cesium.com.asset.meta
│ │ ├── CesiumRuntimeSettings.asset
│ │ └── CesiumRuntimeSettings.asset.meta
├── Readme.asset
├── Readme.asset.meta
├── StarterAssets.meta
├── StarterAssets
│ ├── Editor.meta
│ ├── Editor
│ │ ├── PackageChecker.meta
│ │ ├── PackageChecker
│ │ │ ├── PackageCheckerSettings.json
│ │ │ ├── PackageCheckerSettings.json.meta
│ │ │ ├── StarterAssetsPackageChecker.dll
│ │ │ └── StarterAssetsPackageChecker.dll.meta
│ │ ├── StarterAssetsDeployMenu.cs
│ │ ├── StarterAssetsDeployMenu.cs.meta
│ │ ├── ThirdPersonStarterAssetsDeployMenu.cs
│ │ └── ThirdPersonStarterAssetsDeployMenu.cs.meta
│ ├── InputSystem.meta
│ ├── InputSystem
│ │ ├── StarterAssets.inputactions
│ │ ├── StarterAssets.inputactions.meta
│ │ ├── StarterAssets.inputsettings.asset
│ │ ├── StarterAssets.inputsettings.asset.meta
│ │ ├── StarterAssetsInputs.cs
│ │ └── StarterAssetsInputs.cs.meta
│ ├── Mobile.meta
│ ├── Mobile
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ │ ├── CanvasInputs.meta
│ │ │ ├── CanvasInputs
│ │ │ │ ├── UI_Canvas_StarterAssetsInputs_Joysticks.prefab
│ │ │ │ ├── UI_Canvas_StarterAssetsInputs_Joysticks.prefab.meta
│ │ │ │ ├── UI_Canvas_StarterAssetsInputs_TouchZones.prefab
│ │ │ │ └── UI_Canvas_StarterAssetsInputs_TouchZones.prefab.meta
│ │ │ ├── EventSystem.meta
│ │ │ ├── EventSystem
│ │ │ │ ├── UI_EventSystem.prefab
│ │ │ │ └── UI_EventSystem.prefab.meta
│ │ │ ├── VirtualInputs.meta
│ │ │ └── VirtualInputs
│ │ │ │ ├── UI_Virtual_Button.prefab
│ │ │ │ ├── UI_Virtual_Button.prefab.meta
│ │ │ │ ├── UI_Virtual_Joystick.prefab
│ │ │ │ ├── UI_Virtual_Joystick.prefab.meta
│ │ │ │ ├── UI_Virtual_TouchZone.prefab
│ │ │ │ └── UI_Virtual_TouchZone.prefab.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── CanvasInputs.meta
│ │ │ ├── CanvasInputs
│ │ │ │ ├── UICanvasControllerInput.cs
│ │ │ │ └── UICanvasControllerInput.cs.meta
│ │ │ ├── Utilities.meta
│ │ │ ├── Utilities
│ │ │ │ ├── MobileDisableAutoSwitchControls.cs
│ │ │ │ └── MobileDisableAutoSwitchControls.cs.meta
│ │ │ ├── VirtualInputs.meta
│ │ │ └── VirtualInputs
│ │ │ │ ├── UIVirtualButton.cs
│ │ │ │ ├── UIVirtualButton.cs.meta
│ │ │ │ ├── UIVirtualJoystick.cs
│ │ │ │ ├── UIVirtualJoystick.cs.meta
│ │ │ │ ├── UIVirtualTouchZone.cs
│ │ │ │ └── UIVirtualTouchZone.cs.meta
│ │ ├── UI.meta
│ │ └── UI
│ │ │ ├── UI_Circle_Bevel_Base.png
│ │ │ ├── UI_Circle_Bevel_Base.png.meta
│ │ │ ├── UI_Circle_Faded.png
│ │ │ ├── UI_Circle_Faded.png.meta
│ │ │ ├── UI_Icon_Jump.png
│ │ │ ├── UI_Icon_Jump.png.meta
│ │ │ ├── UI_Icon_Look.png
│ │ │ ├── UI_Icon_Look.png.meta
│ │ │ ├── UI_Icon_Move.png
│ │ │ ├── UI_Icon_Move.png.meta
│ │ │ ├── UI_Icon_Sprint.png
│ │ │ └── UI_Icon_Sprint.png.meta
│ ├── Readme.asset
│ ├── Readme.asset.meta
│ ├── StarterAssets_Documentation_v1.1.pdf
│ ├── StarterAssets_Documentation_v1.1.pdf.meta
│ ├── ThirdPersonController.meta
│ ├── ThirdPersonController
│ │ ├── Character.meta
│ │ ├── Character
│ │ │ ├── Animations.meta
│ │ │ ├── Animations
│ │ │ │ ├── Jump--InAir.anim.fbx
│ │ │ │ ├── Jump--InAir.anim.fbx.meta
│ │ │ │ ├── Jump--Jump.anim.fbx
│ │ │ │ ├── Jump--Jump.anim.fbx.meta
│ │ │ │ ├── Locomotion--Run_N.anim.fbx
│ │ │ │ ├── Locomotion--Run_N.anim.fbx.meta
│ │ │ │ ├── Locomotion--Run_N_Land.anim.fbx
│ │ │ │ ├── Locomotion--Run_N_Land.anim.fbx.meta
│ │ │ │ ├── Locomotion--Run_S.anim.fbx
│ │ │ │ ├── Locomotion--Run_S.anim.fbx.meta
│ │ │ │ ├── Locomotion--Walk_N.anim.fbx
│ │ │ │ ├── Locomotion--Walk_N.anim.fbx.meta
│ │ │ │ ├── Locomotion--Walk_N_Land.anim.fbx
│ │ │ │ ├── Locomotion--Walk_N_Land.anim.fbx.meta
│ │ │ │ ├── Stand--Idle.anim.fbx
│ │ │ │ ├── Stand--Idle.anim.fbx.meta
│ │ │ │ ├── StarterAssetsThirdPerson.controller
│ │ │ │ └── StarterAssetsThirdPerson.controller.meta
│ │ │ ├── Materials.meta
│ │ │ ├── Materials
│ │ │ │ ├── Built-in_RP.meta
│ │ │ │ ├── Built-in_RP
│ │ │ │ │ ├── M_ArmatureColor_Arms.mat
│ │ │ │ │ ├── M_ArmatureColor_Arms.mat.meta
│ │ │ │ │ ├── M_ArmatureColor_Body.mat
│ │ │ │ │ ├── M_ArmatureColor_Body.mat.meta
│ │ │ │ │ ├── M_ArmatureColor_Legs.mat
│ │ │ │ │ └── M_ArmatureColor_Legs.mat.meta
│ │ │ │ ├── M_Armature_Arms.mat
│ │ │ │ ├── M_Armature_Arms.mat.meta
│ │ │ │ ├── M_Armature_Body.mat
│ │ │ │ ├── M_Armature_Body.mat.meta
│ │ │ │ ├── M_Armature_Legs.mat
│ │ │ │ └── M_Armature_Legs.mat.meta
│ │ │ ├── Models.meta
│ │ │ ├── Models
│ │ │ │ ├── Armature.fbx
│ │ │ │ └── Armature.fbx.meta
│ │ │ ├── Sfx.meta
│ │ │ ├── Sfx
│ │ │ │ ├── Player_Footstep_01.wav
│ │ │ │ ├── Player_Footstep_01.wav.meta
│ │ │ │ ├── Player_Footstep_02.wav
│ │ │ │ ├── Player_Footstep_02.wav.meta
│ │ │ │ ├── Player_Footstep_03.wav
│ │ │ │ ├── Player_Footstep_03.wav.meta
│ │ │ │ ├── Player_Footstep_04.wav
│ │ │ │ ├── Player_Footstep_04.wav.meta
│ │ │ │ ├── Player_Footstep_05.wav
│ │ │ │ ├── Player_Footstep_05.wav.meta
│ │ │ │ ├── Player_Footstep_06.wav
│ │ │ │ ├── Player_Footstep_06.wav.meta
│ │ │ │ ├── Player_Footstep_07.wav
│ │ │ │ ├── Player_Footstep_07.wav.meta
│ │ │ │ ├── Player_Footstep_08.wav
│ │ │ │ ├── Player_Footstep_08.wav.meta
│ │ │ │ ├── Player_Footstep_09.wav
│ │ │ │ ├── Player_Footstep_09.wav.meta
│ │ │ │ ├── Player_Footstep_10.wav
│ │ │ │ ├── Player_Footstep_10.wav.meta
│ │ │ │ ├── Player_Land.wav
│ │ │ │ └── Player_Land.wav.meta
│ │ │ ├── Textures.meta
│ │ │ └── Textures
│ │ │ │ ├── Armature_Arms_AlbedoTransparency.tif
│ │ │ │ ├── Armature_Arms_AlbedoTransparency.tif.meta
│ │ │ │ ├── Armature_Arms_MetallicSmoothness.tif
│ │ │ │ ├── Armature_Arms_MetallicSmoothness.tif.meta
│ │ │ │ ├── Armature_Arms_Normal.tif
│ │ │ │ ├── Armature_Arms_Normal.tif.meta
│ │ │ │ ├── Armature_Arms_RGB.tif
│ │ │ │ ├── Armature_Arms_RGB.tif.meta
│ │ │ │ ├── Armature_Body_AlbedoTransparency.tif
│ │ │ │ ├── Armature_Body_AlbedoTransparency.tif.meta
│ │ │ │ ├── Armature_Body_MetallicSmoothness.tif
│ │ │ │ ├── Armature_Body_MetallicSmoothness.tif.meta
│ │ │ │ ├── Armature_Body_Normal.tif
│ │ │ │ ├── Armature_Body_Normal.tif.meta
│ │ │ │ ├── Armature_Body_RGB.tif
│ │ │ │ ├── Armature_Body_RGB.tif.meta
│ │ │ │ ├── Armature_Legs_AlbedoTransparency.tif
│ │ │ │ ├── Armature_Legs_AlbedoTransparency.tif.meta
│ │ │ │ ├── Armature_Legs_MetallicSmoothness.tif
│ │ │ │ ├── Armature_Legs_MetallicSmoothness.tif.meta
│ │ │ │ ├── Armature_Legs_Normal.tif
│ │ │ │ ├── Armature_Legs_Normal.tif.meta
│ │ │ │ ├── Armature_Legs_RGB.tif
│ │ │ │ └── Armature_Legs_RGB.tif.meta
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ │ ├── MainCamera.prefab
│ │ │ ├── MainCamera.prefab.meta
│ │ │ ├── NestedParentArmature_Unpack.prefab
│ │ │ ├── NestedParentArmature_Unpack.prefab.meta
│ │ │ ├── NestedParentCapsule_Unpack.prefab
│ │ │ ├── NestedParentCapsule_Unpack.prefab.meta
│ │ │ ├── PlayerArmature.prefab
│ │ │ ├── PlayerArmature.prefab.meta
│ │ │ ├── PlayerCapsule.prefab
│ │ │ ├── PlayerCapsule.prefab.meta
│ │ │ ├── PlayerFollowCamera.prefab
│ │ │ └── PlayerFollowCamera.prefab.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── BasicRigidBodyPush.cs
│ │ │ ├── BasicRigidBodyPush.cs.meta
│ │ │ ├── ThirdPersonController.cs
│ │ │ └── ThirdPersonController.cs.meta
│ ├── license.txt
│ └── license.txt.meta
├── TextMesh Pro.meta
├── TextMesh Pro
│ ├── Fonts.meta
│ ├── Fonts
│ │ ├── LiberationSans - OFL.txt
│ │ ├── LiberationSans - OFL.txt.meta
│ │ ├── LiberationSans.ttf
│ │ └── LiberationSans.ttf.meta
│ ├── Resources.meta
│ ├── Resources
│ │ ├── Fonts & Materials.meta
│ │ ├── Fonts & Materials
│ │ │ ├── LiberationSans SDF - Drop Shadow.mat
│ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta
│ │ │ ├── LiberationSans SDF - Fallback.asset
│ │ │ ├── LiberationSans SDF - Fallback.asset.meta
│ │ │ ├── LiberationSans SDF - Outline.mat
│ │ │ ├── LiberationSans SDF - Outline.mat.meta
│ │ │ ├── LiberationSans SDF.asset
│ │ │ └── LiberationSans SDF.asset.meta
│ │ ├── LineBreaking Following Characters.txt
│ │ ├── LineBreaking Following Characters.txt.meta
│ │ ├── LineBreaking Leading Characters.txt
│ │ ├── LineBreaking Leading Characters.txt.meta
│ │ ├── Sprite Assets.meta
│ │ ├── Sprite Assets
│ │ │ ├── EmojiOne.asset
│ │ │ └── EmojiOne.asset.meta
│ │ ├── Style Sheets.meta
│ │ ├── Style Sheets
│ │ │ ├── Default Style Sheet.asset
│ │ │ └── Default Style Sheet.asset.meta
│ │ ├── TMP Settings.asset
│ │ └── TMP Settings.asset.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── TMP_Bitmap-Custom-Atlas.shader
│ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta
│ │ ├── TMP_Bitmap-Mobile.shader
│ │ ├── TMP_Bitmap-Mobile.shader.meta
│ │ ├── TMP_Bitmap.shader
│ │ ├── TMP_Bitmap.shader.meta
│ │ ├── TMP_SDF Overlay.shader
│ │ ├── TMP_SDF Overlay.shader.meta
│ │ ├── TMP_SDF SSD.shader
│ │ ├── TMP_SDF SSD.shader.meta
│ │ ├── TMP_SDF-Mobile Masking.shader
│ │ ├── TMP_SDF-Mobile Masking.shader.meta
│ │ ├── TMP_SDF-Mobile Overlay.shader
│ │ ├── TMP_SDF-Mobile Overlay.shader.meta
│ │ ├── TMP_SDF-Mobile SSD.shader
│ │ ├── TMP_SDF-Mobile SSD.shader.meta
│ │ ├── TMP_SDF-Mobile.shader
│ │ ├── TMP_SDF-Mobile.shader.meta
│ │ ├── TMP_SDF-Surface-Mobile.shader
│ │ ├── TMP_SDF-Surface-Mobile.shader.meta
│ │ ├── TMP_SDF-Surface.shader
│ │ ├── TMP_SDF-Surface.shader.meta
│ │ ├── TMP_SDF.shader
│ │ ├── TMP_SDF.shader.meta
│ │ ├── TMP_Sprite.shader
│ │ ├── TMP_Sprite.shader.meta
│ │ ├── TMPro.cginc
│ │ ├── TMPro.cginc.meta
│ │ ├── TMPro_Mobile.cginc
│ │ ├── TMPro_Mobile.cginc.meta
│ │ ├── TMPro_Properties.cginc
│ │ ├── TMPro_Properties.cginc.meta
│ │ ├── TMPro_Surface.cginc
│ │ └── TMPro_Surface.cginc.meta
│ ├── Sprites.meta
│ └── Sprites
│ │ ├── EmojiOne Attribution.txt
│ │ ├── EmojiOne Attribution.txt.meta
│ │ ├── EmojiOne.json
│ │ ├── EmojiOne.json.meta
│ │ ├── EmojiOne.png
│ │ └── EmojiOne.png.meta
├── UniversalRenderPipelineGlobalSettings.asset
├── UniversalRenderPipelineGlobalSettings.asset.meta
├── XR.meta
├── XR
│ ├── Loaders.meta
│ ├── Loaders
│ │ ├── Oculus Loader.asset
│ │ ├── Oculus Loader.asset.meta
│ │ ├── Open XR Loader.asset
│ │ └── Open XR Loader.asset.meta
│ ├── Settings.meta
│ ├── Settings
│ │ ├── Oculus Settings.asset
│ │ ├── Oculus Settings.asset.meta
│ │ ├── OpenXR Package Settings.asset
│ │ └── OpenXR Package Settings.asset.meta
│ ├── XRGeneralSettings.asset
│ └── XRGeneralSettings.asset.meta
├── XRI.meta
├── XRI
│ ├── Settings.meta
│ └── Settings
│ │ ├── Resources.meta
│ │ ├── Resources
│ │ ├── InteractionLayerSettings.asset
│ │ ├── InteractionLayerSettings.asset.meta
│ │ ├── XRDeviceSimulatorSettings.asset
│ │ └── XRDeviceSimulatorSettings.asset.meta
│ │ ├── XRInteractionEditorSettings.asset
│ │ └── XRInteractionEditorSettings.asset.meta
├── XRInteractionToolkit.meta
└── XRInteractionToolkit
│ ├── 2.3.2.meta
│ └── 2.3.2
│ ├── Starter Assets.meta
│ ├── Starter Assets
│ ├── .sample.json
│ ├── Unity.XR.Interaction.Toolkit.Samples.StarterAssets.asmdef
│ ├── Unity.XR.Interaction.Toolkit.Samples.StarterAssets.asmdef.meta
│ ├── XRI Default Continuous Move.preset
│ ├── XRI Default Continuous Move.preset.meta
│ ├── XRI Default Continuous Turn.preset
│ ├── XRI Default Continuous Turn.preset.meta
│ ├── XRI Default Gaze Controller.preset
│ ├── XRI Default Gaze Controller.preset.meta
│ ├── XRI Default Input Actions.inputactions
│ ├── XRI Default Input Actions.inputactions.meta
│ ├── XRI Default Left Controller.preset
│ ├── XRI Default Left Controller.preset.meta
│ ├── XRI Default Left Grab Move.preset
│ ├── XRI Default Left Grab Move.preset.meta
│ ├── XRI Default Right Controller.preset
│ ├── XRI Default Right Controller.preset.meta
│ ├── XRI Default Right Grab Move.preset
│ ├── XRI Default Right Grab Move.preset.meta
│ ├── XRI Default Snap Turn.preset
│ ├── XRI Default Snap Turn.preset.meta
│ ├── XRI Default XR UI Input Module.preset
│ └── XRI Default XR UI Input Module.preset.meta
│ ├── XR Device Simulator.meta
│ └── XR Device Simulator
│ ├── .sample.json
│ ├── Scripts.meta
│ ├── Scripts
│ ├── XRDeviceSimulatorControllerUI.cs
│ ├── XRDeviceSimulatorControllerUI.cs.meta
│ ├── XRDeviceSimulatorUI.cs
│ └── XRDeviceSimulatorUI.cs.meta
│ ├── UI.meta
│ ├── UI
│ ├── ControllerDevice.meta
│ ├── ControllerDevice
│ │ ├── ControllerLeft.png
│ │ ├── ControllerLeft.png.meta
│ │ ├── ControllerOverlayLinesLeft.png
│ │ ├── ControllerOverlayLinesLeft.png.meta
│ │ ├── ControllerOverlayLinesRight.png
│ │ ├── ControllerOverlayLinesRight.png.meta
│ │ ├── ControllerRight.png
│ │ └── ControllerRight.png.meta
│ ├── General.meta
│ ├── General
│ │ ├── CloseWindow.png
│ │ ├── CloseWindow.png.meta
│ │ ├── CycleXRDevices.png
│ │ ├── CycleXRDevices.png.meta
│ │ ├── DeviceSimUI_bg.png
│ │ ├── DeviceSimUI_bg.png.meta
│ │ ├── Gripper.png
│ │ ├── Gripper.png.meta
│ │ ├── KeyboardIcon.png
│ │ ├── KeyboardIcon.png.meta
│ │ ├── Locked.png
│ │ ├── Locked.png.meta
│ │ ├── Look.png
│ │ ├── Look.png.meta
│ │ ├── OpenWindow.png
│ │ ├── OpenWindow.png.meta
│ │ ├── Unlocked.png
│ │ └── Unlocked.png.meta
│ ├── HeadDevice.meta
│ ├── HeadDevice
│ │ ├── HMD.png
│ │ ├── HMD.png.meta
│ │ ├── HMDOverlay.png
│ │ ├── HMDOverlay.png.meta
│ │ ├── HMD_d.png
│ │ ├── HMD_d.png.meta
│ │ ├── MoveRotateTool.png
│ │ ├── MoveRotateTool.png.meta
│ │ ├── Movement.png
│ │ ├── Movement.png.meta
│ │ ├── XR.png
│ │ └── XR.png.meta
│ ├── Mouse.meta
│ ├── Mouse
│ │ ├── Cursor.png
│ │ ├── Cursor.png.meta
│ │ ├── Mouse.png
│ │ ├── Mouse.png.meta
│ │ ├── MouseMoveAround.png
│ │ ├── MouseMoveAround.png.meta
│ │ ├── MouseR.png
│ │ ├── MouseR.png.meta
│ │ ├── MouseR_d.png
│ │ └── MouseR_d.png.meta
│ ├── XR Device Simulator UI.prefab
│ └── XR Device Simulator UI.prefab.meta
│ ├── Unity.XR.Interaction.Toolkit.Samples.DeviceSimulator.asmdef
│ ├── Unity.XR.Interaction.Toolkit.Samples.DeviceSimulator.asmdef.meta
│ ├── XR Device Controller Controls.inputactions
│ ├── XR Device Controller Controls.inputactions.meta
│ ├── XR Device Simulator Controls.inputactions
│ ├── XR Device Simulator Controls.inputactions.meta
│ ├── XR Device Simulator.prefab
│ └── XR Device Simulator.prefab.meta
├── Images~
├── Cesium_for_Unity-Logo-WhiteBGH.jpg
├── architectural_design.jpg
├── ferry_building.jpg
├── googleplex.jpeg
├── melbourne_point_cloud.jpg
├── metadata.jpg
├── new_york_magic_leap.jpg
└── san_francisco.jpg
├── LICENSE
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── BurstAotSettings_StandaloneWindows.json
├── ClusterInputManager.asset
├── CommonBurstAotSettings.json
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── MemorySettings.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── SceneTemplateSettings.json
├── ShaderGraphSettings.asset
├── TagManager.asset
├── TimeManager.asset
├── URPProjectSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
├── XRPackageSettings.asset
└── XRSettings.asset
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | Library/
2 | UserSettings/
3 | Logs/
4 | obj/
5 | Temp/
6 | Assets/CesiumForUnity/
7 | .vs/
8 | .vsconfig
9 | *.sln
10 | *.csproj
--------------------------------------------------------------------------------
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1 | using CesiumForUnity;
2 | using System;
3 | using Unity.Mathematics;
4 | using UnityEngine;
5 |
6 | ///
7 | /// A series of locations saved as a scriptable object for use at runtime, e.g., to put UI markers
8 | /// at each location on the globe.
9 | ///
10 | public class CesiumSamplesLocationData : ScriptableObject
11 | {
12 | ///
13 | /// A representation of a location on the globe.
14 | ///
15 | [Serializable]
16 | public class Location
17 | {
18 | public string Name;
19 | public double Longitude;
20 | public double Latitude;
21 | public double Height;
22 |
23 | ///
24 | /// Can used to toggle whether or not a location is used in some way at runtime.
25 | ///
26 | public bool IsEnabled = true;
27 |
28 | public double3 CoordinatesEcef => CesiumWgs84Ellipsoid.LongitudeLatitudeHeightToEarthCenteredEarthFixed(new double3(Longitude, Latitude, Height));
29 | }
30 |
31 | [SerializeField]
32 | private Location[] _locations = new Location[0];
33 |
34 | ///
35 | /// The array of locations saved in this object.
36 | ///
37 | public Location[] Locations => _locations;
38 |
39 | }
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/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesTeleportationArea.cs:
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1 | using UnityEngine;
2 | using CesiumForUnity;
3 | using UnityEngine.XR.Interaction.Toolkit;
4 |
5 | public class CesiumSamplesTeleportationArea : MonoBehaviour
6 | {
7 | void Start()
8 | {
9 | Cesium3DTileset tileset = GetComponent();
10 | if (tileset != null)
11 | {
12 | tileset.OnTileGameObjectCreated += go =>
13 | go.AddComponent();
14 | }
15 | }
16 | }
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/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesToggleLayer.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 |
4 | [RequireComponent(typeof(Toggle))]
5 | public class CesiumSamplesToggleLayer : MonoBehaviour
6 | {
7 | [SerializeField] private GameObject target;
8 | private Toggle toggle;
9 |
10 | private void Awake()
11 | {
12 | toggle = GetComponent();
13 |
14 | if (toggle != null)
15 | {
16 | toggle.onValueChanged.AddListener(OnToggleValueChanged);
17 | }
18 | else
19 | {
20 | Debug.LogError("CesiumSamplesToggleLayer requires a Toggle component on the same GameObject.");
21 | }
22 | }
23 |
24 | private void Start()
25 | {
26 | if (target != null)
27 | {
28 | target.SetActive(toggle.isOn);
29 | }
30 | }
31 |
32 | private void OnDestroy()
33 | {
34 | if (toggle != null)
35 | {
36 | toggle.onValueChanged.RemoveListener(OnToggleValueChanged);
37 | }
38 | }
39 |
40 | private void OnToggleValueChanged(bool isOn)
41 | {
42 | if (target != null)
43 | {
44 | target.SetActive(isOn);
45 | }
46 | }
47 | }
48 |
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/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesTransformFromCamera.cs:
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1 | using UnityEngine;
2 |
3 | public class CesiumSamplesTransformFromCamera : MonoBehaviour
4 | {
5 | [SerializeField]
6 | private Vector3 _cameraOffset = Vector3.zero;
7 |
8 | private void Update()
9 | {
10 | Vector3 cameraPos = Camera.main.transform.position;
11 | transform.position = cameraPos + Camera.main.transform.rotation * _cameraOffset;
12 | transform.rotation = Quaternion.LookRotation(transform.position - cameraPos);
13 | }
14 | }
15 |
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/Assets/CesiumForUnitySamples/Scripts/Editor/CesiumMagicLeapDefine.cs:
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1 | using System.Collections.Generic;
2 | using System.Linq;
3 | using UnityEditor;
4 |
5 | [InitializeOnLoad]
6 | public class CesiumMagicLeapDefine
7 | {
8 | private const string CESIUM_ML_DEFINE = "CESIUM_MAGIC_LEAP";
9 |
10 | [InitializeOnLoadMethod]
11 | private static void CheckAndEnableMagicLeapDefine()
12 | {
13 | // We don't get a script define for the ML SDK package being included, so we check if its assembly exists
14 | // If it does, we set our own define
15 | System.Reflection.Assembly mlAssembly;
16 | try
17 | {
18 | mlAssembly = System.Reflection.Assembly.Load("MagicLeap.SDK");
19 | }
20 | catch (System.IO.FileNotFoundException)
21 | {
22 | mlAssembly = null;
23 | }
24 |
25 | if (mlAssembly == null)
26 | {
27 | #if CESIUM_MAGIC_LEAP
28 | // Remove the define if it already exists, to clean up after ourselves
29 | PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, out string[] defines);
30 | defines = defines.Where(d => d != CESIUM_ML_DEFINE).ToArray();
31 | PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, defines);
32 | #endif
33 | return;
34 | }
35 |
36 | #if !CESIUM_MAGIC_LEAP
37 | PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, out string[] defines);
38 | HashSet definesSet = new HashSet(defines) { CESIUM_ML_DEFINE };
39 | PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, definesSet.ToArray());
40 | #endif
41 | }
42 | }
43 |
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29 | url: https://forum.unity.com/forums/universal-render-pipeline.383/
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1 | using UnityEngine;
2 | #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
3 | using UnityEngine.InputSystem;
4 | #endif
5 |
6 | namespace StarterAssets
7 | {
8 | public class StarterAssetsInputs : MonoBehaviour
9 | {
10 | [Header("Character Input Values")]
11 | public Vector2 move;
12 | public Vector2 look;
13 | public bool jump;
14 | public bool sprint;
15 |
16 | [Header("Movement Settings")]
17 | public bool analogMovement;
18 |
19 | [Header("Mouse Cursor Settings")]
20 | public bool cursorLocked = true;
21 | public bool cursorInputForLook = true;
22 |
23 | #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
24 | public void OnMove(InputValue value)
25 | {
26 | MoveInput(value.Get());
27 | }
28 |
29 | public void OnLook(InputValue value)
30 | {
31 | if(cursorInputForLook)
32 | {
33 | LookInput(value.Get());
34 | }
35 | }
36 |
37 | public void OnJump(InputValue value)
38 | {
39 | JumpInput(value.isPressed);
40 | }
41 |
42 | public void OnSprint(InputValue value)
43 | {
44 | SprintInput(value.isPressed);
45 | }
46 | #endif
47 |
48 |
49 | public void MoveInput(Vector2 newMoveDirection)
50 | {
51 | move = newMoveDirection;
52 | }
53 |
54 | public void LookInput(Vector2 newLookDirection)
55 | {
56 | look = newLookDirection;
57 | }
58 |
59 | public void JumpInput(bool newJumpState)
60 | {
61 | jump = newJumpState;
62 | }
63 |
64 | public void SprintInput(bool newSprintState)
65 | {
66 | sprint = newSprintState;
67 | }
68 |
69 | private void OnApplicationFocus(bool hasFocus)
70 | {
71 | SetCursorState(cursorLocked);
72 | }
73 |
74 | private void SetCursorState(bool newState)
75 | {
76 | Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
77 | }
78 | }
79 |
80 | }
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1 | using UnityEngine;
2 |
3 | namespace StarterAssets
4 | {
5 | public class UICanvasControllerInput : MonoBehaviour
6 | {
7 |
8 | [Header("Output")]
9 | public StarterAssetsInputs starterAssetsInputs;
10 |
11 | public void VirtualMoveInput(Vector2 virtualMoveDirection)
12 | {
13 | starterAssetsInputs.MoveInput(virtualMoveDirection);
14 | }
15 |
16 | public void VirtualLookInput(Vector2 virtualLookDirection)
17 | {
18 | starterAssetsInputs.LookInput(virtualLookDirection);
19 | }
20 |
21 | public void VirtualJumpInput(bool virtualJumpState)
22 | {
23 | starterAssetsInputs.JumpInput(virtualJumpState);
24 | }
25 |
26 | public void VirtualSprintInput(bool virtualSprintState)
27 | {
28 | starterAssetsInputs.SprintInput(virtualSprintState);
29 | }
30 |
31 | }
32 |
33 | }
34 |
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1 | /*
2 | The PlayerInput component has an auto-switch control scheme action that allows automatic changing of connected devices.
3 | IE: Switching from Keyboard to Gamepad in-game.
4 | When built to a mobile phone; in most cases, there is no concept of switching connected devices as controls are typically driven through what is on the device's hardware (Screen, Tilt, etc)
5 | In Input System 1.0.2, if the PlayerInput component has Auto Switch enabled, it will search the mobile device for connected devices; which is very costly and results in bad performance.
6 | This is fixed in Input System 1.1.
7 | For the time-being; this script will disable a PlayerInput's auto switch control schemes; when project is built to mobile.
8 | */
9 |
10 | using UnityEngine;
11 | #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
12 | using UnityEngine.InputSystem;
13 | #endif
14 |
15 | public class MobileDisableAutoSwitchControls : MonoBehaviour
16 | {
17 |
18 | #if ENABLE_INPUT_SYSTEM && (UNITY_IOS || UNITY_ANDROID) && STARTER_ASSETS_PACKAGES_CHECKED
19 |
20 | [Header("Target")]
21 | public PlayerInput playerInput;
22 |
23 | void Start()
24 | {
25 | DisableAutoSwitchControls();
26 | }
27 |
28 | void DisableAutoSwitchControls()
29 | {
30 | playerInput.neverAutoSwitchControlSchemes = true;
31 | }
32 |
33 | #endif
34 |
35 | }
36 |
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1 | using UnityEngine;
2 | using UnityEngine.EventSystems;
3 | using UnityEngine.Events;
4 |
5 | public class UIVirtualButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler
6 | {
7 | [System.Serializable]
8 | public class BoolEvent : UnityEvent { }
9 | [System.Serializable]
10 | public class Event : UnityEvent { }
11 |
12 | [Header("Output")]
13 | public BoolEvent buttonStateOutputEvent;
14 | public Event buttonClickOutputEvent;
15 |
16 | public void OnPointerDown(PointerEventData eventData)
17 | {
18 | OutputButtonStateValue(true);
19 | }
20 |
21 | public void OnPointerUp(PointerEventData eventData)
22 | {
23 | OutputButtonStateValue(false);
24 | }
25 |
26 | public void OnPointerClick(PointerEventData eventData)
27 | {
28 | OutputButtonClickEvent();
29 | }
30 |
31 | void OutputButtonStateValue(bool buttonState)
32 | {
33 | buttonStateOutputEvent.Invoke(buttonState);
34 | }
35 |
36 | void OutputButtonClickEvent()
37 | {
38 | buttonClickOutputEvent.Invoke();
39 | }
40 |
41 | }
42 |
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2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!114 &11400000
4 | MonoBehaviour:
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6 | m_CorrespondingSourceObject: {fileID: 0}
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16 | title: Welcome to Starter Assets!
17 | sections:
18 | - heading: Starter Assets Readme
19 | text:
20 | linkText:
21 | url:
22 | - heading:
23 | text: 'Starter Assets include First and Third Person Character controllers built
24 | in a modular way as a solid foundation for any game genre. '
25 | linkText: Starter Assets - First Person Character Controller
26 | url: http://u3d.as/2z1q
27 | - heading:
28 | text:
29 | linkText: Starter Assets - Third Person Character Controller
30 | url: http://u3d.as/2z1r
31 | - heading:
32 | text: "The Starter Assets packages are compatible with Unity 2020.3 LTS and leverage
33 | Unity\u2019s CharacterController component."
34 | linkText:
35 | url:
36 | - heading: Important note
37 | text: The Starter Assets packages require the Input System and Cinemachine packages
38 | to work. See the documentation (Assets/StarterAssets/StarterAssets_Documentation.pdf)
39 | for more information.
40 | linkText:
41 | url:
42 | - heading: 'Get started '
43 | text: In StarterAssets/ThirdPersonController/Scenes or StarterAssets/FirstPersonController/Scenes,
44 | you will find the Playground Scene. Here you can use the Starter Assets controller
45 | in a simple playground environment and start adjusting the controller settings
46 | to your liking.
47 | linkText:
48 | url:
49 | - heading: Documentation
50 | text: See the documentation (Assets/StarterAssets/StarterAssets_Documentation.pdf)
51 | for more information on how to set up the Starter Assets in a new Scene, in
52 | HDRP/URP, or for mobile devices.
53 | linkText:
54 | url:
55 | - heading: 'We want to hear your feedback! '
56 | text:
57 | linkText: Click here to let us know what you think about this package.
58 | url: https://unitysoftware.co1.qualtrics.com/jfe/form/SV_5cg7IkyOprbHqia?packagename=starterassets
59 | loadedLayout: 1
60 |
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1 | using UnityEngine;
2 |
3 | public class BasicRigidBodyPush : MonoBehaviour
4 | {
5 | public LayerMask pushLayers;
6 | public bool canPush;
7 | [Range(0.5f, 5f)] public float strength = 1.1f;
8 |
9 | private void OnControllerColliderHit(ControllerColliderHit hit)
10 | {
11 | if (canPush) PushRigidBodies(hit);
12 | }
13 |
14 | private void PushRigidBodies(ControllerColliderHit hit)
15 | {
16 | // https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
17 |
18 | // make sure we hit a non kinematic rigidbody
19 | Rigidbody body = hit.collider.attachedRigidbody;
20 | if (body == null || body.isKinematic) return;
21 |
22 | // make sure we only push desired layer(s)
23 | var bodyLayerMask = 1 << body.gameObject.layer;
24 | if ((bodyLayerMask & pushLayers.value) == 0) return;
25 |
26 | // We dont want to push objects below us
27 | if (hit.moveDirection.y < -0.3f) return;
28 |
29 | // Calculate push direction from move direction, horizontal motion only
30 | Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z);
31 |
32 | // Apply the push and take strength into account
33 | body.AddForce(pushDir * strength, ForceMode.Impulse);
34 | }
35 | }
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1 | This package is licensed under the Unity Companion License.
2 | For full license terms, please see: https://unity3d.com/legal/licenses/Unity_Companion_License
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1 | float2 UnpackUV(float uv)
2 | {
3 | float2 output;
4 | output.x = floor(uv / 4096);
5 | output.y = uv - 4096 * output.x;
6 |
7 | return output * 0.001953125;
8 | }
9 |
10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
11 | {
12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
14 |
15 | faceColor.rgb *= faceColor.a;
16 | outlineColor.rgb *= outlineColor.a;
17 |
18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha);
19 |
20 | faceColor *= faceAlpha;
21 |
22 | return faceColor;
23 | }
24 |
25 | float3 GetSurfaceNormal(float4 h, float bias)
26 | {
27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
28 |
29 | h += bias+_BevelOffset;
30 |
31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
32 |
33 | // Track outline
34 | h -= .5;
35 | h /= bevelWidth;
36 | h = saturate(h+.5);
37 |
38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
40 | h = min(h, 1.0-_BevelClamp);
41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0;
42 |
43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
45 |
46 | return cross(va, vb);
47 | }
48 |
49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
50 | {
51 | // Read "height field"
52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a,
53 | tex2D(_MainTex, uv + delta.xz).a,
54 | tex2D(_MainTex, uv - delta.zy).a,
55 | tex2D(_MainTex, uv + delta.zy).a};
56 |
57 | return GetSurfaceNormal(h, bias);
58 | }
59 |
60 | float3 GetSpecular(float3 n, float3 l)
61 | {
62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
63 | return _SpecularColor.rgb * spec * _SpecularPower;
64 | }
65 |
66 | float4 GetGlowColor(float d, float scale)
67 | {
68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
70 | glow = saturate(abs(glow/(1.0 + t)));
71 | glow = 1.0-pow(glow, _GlowPower);
72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
74 | }
75 |
76 | float4 BlendARGB(float4 overlying, float4 underlying)
77 | {
78 | overlying.rgb *= overlying.a;
79 | underlying.rgb *= underlying.a;
80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
81 | float alpha = underlying.a + (1-underlying.a)*overlying.a;
82 | return float4(blended, alpha);
83 | }
84 |
85 |
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1 | This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
2 |
3 | Please visit their website to view the complete set of their emojis and review their licensing terms.
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