├── Assets ├── Documentation.meta ├── Documentation │ ├── TheLabRenderer.docx │ └── TheLabRenderer.docx.meta ├── TheLabRenderer.meta └── TheLabRenderer │ ├── Documentation.meta │ ├── Documentation │ ├── TheLabRenderer.pdf │ └── TheLabRenderer.pdf.meta │ ├── Editor.meta │ ├── Editor │ ├── ValveAutoUpdateSettings.cs │ ├── ValveAutoUpdateSettings.cs.meta │ ├── ValveMenuTools.cs │ ├── ValveMenuTools.cs.meta │ ├── ValveShaderGUI.cs │ └── ValveShaderGUI.cs.meta │ ├── Examples.meta │ ├── Examples │ ├── 4_spots.unity │ ├── 4_spots.unity.meta │ ├── Materials.meta │ ├── Materials │ │ ├── Valve_tap05.controller │ │ ├── Valve_tap05.controller.meta │ │ ├── Valve_tap06.controller │ │ ├── Valve_tap06.controller.meta │ │ ├── Valve_tap07.controller │ │ ├── Valve_tap07.controller.meta │ │ ├── emissive_floor.mat │ │ ├── emissive_floor.mat.meta │ │ ├── flat_black.mat │ │ ├── flat_black.mat.meta │ │ ├── gray.mat │ │ ├── gray.mat.meta │ │ ├── light_bulb.mat │ │ ├── light_bulb.mat.meta │ │ ├── light_fixture.mat │ │ ├── light_fixture.mat.meta │ │ ├── light_pivot.controller │ │ ├── light_pivot.controller.meta │ │ ├── sun_rotate.anim │ │ ├── sun_rotate.anim.meta │ │ ├── valve_rotate.anim │ │ ├── valve_rotate.anim.meta │ │ ├── valve_rotate2.anim │ │ ├── valve_rotate2.anim.meta │ │ ├── valve_rotate3.anim │ │ ├── valve_rotate3.anim.meta │ │ ├── valvebase_albedo.mat │ │ ├── valvebase_albedo.mat.meta │ │ ├── valvebase_albedo.tga │ │ ├── valvebase_albedo.tga.meta │ │ ├── valvebase_ao.tga │ │ ├── valvebase_ao.tga.meta │ │ ├── valvebase_metallic.tga │ │ ├── valvebase_metallic.tga.meta │ │ ├── valvebase_normal.tga │ │ ├── valvebase_normal.tga.meta │ │ ├── valves_albedo.mat │ │ ├── valves_albedo.mat.meta │ │ ├── valves_base.mat │ │ ├── valves_base.mat.meta │ │ ├── valves_base_lm_override.mat │ │ ├── valves_base_lm_override.mat.meta │ │ ├── valves_worn.mat │ │ ├── valves_worn.mat.meta │ │ ├── valves_worn_albedo.tga │ │ ├── valves_worn_albedo.tga.meta │ │ ├── valves_worn_ao.tga │ │ ├── valves_worn_ao.tga.meta │ │ ├── valves_worn_lm_override.mat │ │ ├── valves_worn_lm_override.mat.meta │ │ ├── valves_worn_metallic.tga │ │ ├── valves_worn_metallic.tga.meta │ │ ├── valves_worn_normal.tga │ │ ├── valves_worn_normal.tga.meta │ │ ├── white.mat │ │ └── white.mat.meta │ ├── Valve_base.fbx │ ├── Valve_base.fbx.meta │ ├── Valve_tap05.fbx │ ├── Valve_tap05.fbx.meta │ ├── bad_cases.unity │ ├── bad_cases.unity.meta │ ├── directional.unity │ ├── directional.unity.meta │ ├── fog.unity │ ├── fog.unity.meta │ ├── lightmap_override.unity │ ├── lightmap_override.unity.meta │ ├── point_light.unity │ └── point_light.unity.meta │ ├── Resources.meta │ ├── Resources │ ├── adaptive_quality_debug.mat │ ├── adaptive_quality_debug.mat.meta │ ├── vr_cast_shadows.shader │ ├── vr_cast_shadows.shader.meta │ ├── vr_quality_vis.shader │ ├── vr_quality_vis.shader.meta │ ├── vr_shadow_vis.shader │ └── vr_shadow_vis.shader.meta │ ├── Scripts.meta │ ├── Scripts │ ├── ValveCamera.cs │ ├── ValveCamera.cs.meta │ ├── ValveFog.cs │ ├── ValveFog.cs.meta │ ├── ValveOverrideLightmap.cs │ ├── ValveOverrideLightmap.cs.meta │ ├── ValvePhotogrammetryGlobalSettings.cs │ ├── ValvePhotogrammetryGlobalSettings.cs.meta │ ├── ValveRealtimeLight.cs │ ├── ValveRealtimeLight.cs.meta │ ├── openvr_api.cs │ └── openvr_api.cs.meta │ ├── Shaders.meta │ └── Shaders │ ├── vr_fog.cginc │ ├── vr_fog.cginc.meta │ ├── vr_lighting.cginc │ ├── vr_lighting.cginc.meta │ ├── vr_matrix_palette_skinning.cginc │ ├── vr_matrix_palette_skinning.cginc.meta │ ├── vr_photogrammetry.shader │ ├── vr_photogrammetry.shader.meta │ ├── vr_skybox.shader │ ├── vr_skybox.shader.meta │ ├── vr_standard.shader │ ├── vr_standard.shader.meta │ ├── vr_utils.cginc │ └── vr_utils.cginc.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityConnectSettings.asset └── README.md /Assets/Documentation.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 493f27915a9b6594fa3a3a233f2a3609 3 | folderAsset: yes 4 | timeCreated: 1464707754 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Documentation/TheLabRenderer.docx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Community-Lab-Renderer/the_lab_renderer/87eb477f6ceb04d5d42817218c303daf240a8325/Assets/Documentation/TheLabRenderer.docx 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/Assets/TheLabRenderer/Resources/vr_cast_shadows.shader: -------------------------------------------------------------------------------- 1 | // Copyright (c) Valve Corporation, All rights reserved. ====================================================================================================== 2 | 3 | Shader "Valve/Internal/vr_cast_shadows" 4 | { 5 | SubShader 6 | { 7 | Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" } 8 | LOD 300 9 | 10 | Pass 11 | { 12 | Name "ValveShadowCaster" 13 | Tags { "LightMode" = "ForwardBase" } 14 | //Tags { "LightMode" = "ShadowCaster" } 15 | 16 | ZWrite On 17 | ZTest LEqual 18 | ColorMask 0 19 | Blend Off 20 | Offset 2.5, 1 // http://docs.unity3d.com/Manual/SL-CullAndDepth.html 21 | 22 | CGPROGRAM 23 | #pragma target 5.0 24 | #pragma only_renderers d3d11 25 | //#pragma multi_compile_shadowcaster 26 | 27 | // Valve custom dynamic combos 28 | #pragma multi_compile _ MATRIX_PALETTE_SKINNING_1BONE 29 | 30 | #pragma vertex MainVs 31 | #pragma fragment MainPs 32 | 33 | #include "UnityCG.cginc" 34 | #include "../Shaders/vr_matrix_palette_skinning.cginc" 35 | 36 | struct VertexInput 37 | { 38 | float4 vPositionOs : POSITION; 39 | float3 vNormalOs : NORMAL; 40 | 41 | #if ( MATRIX_PALETTE_SKINNING ) 42 | float4 vBoneIndices : COLOR; 43 | #endif 44 | }; 45 | 46 | struct VertexOutput 47 | { 48 | float4 vPositionPs : SV_POSITION; 49 | }; 50 | 51 | float3 g_vLightDirWs = float3( 0.0, 0.0, 0.0 ); 52 | 53 | float2 GetShadowOffsets( float3 N, float3 L ) 54 | { 55 | // From: Ignacio Castaño http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/ 56 | float cos_alpha = saturate( dot( N, L ) ); 57 | float offset_scale_N = sqrt( 1 - ( cos_alpha * cos_alpha ) ); // sin( acos( L·N ) ) 58 | float offset_scale_L = offset_scale_N / cos_alpha; // tan( acos( L·N ) ) 59 | return float2( offset_scale_N, min( 2.0, offset_scale_L ) ); 60 | } 61 | 62 | VertexOutput MainVs( VertexInput i ) 63 | { 64 | VertexOutput o; 65 | 66 | #if ( MATRIX_PALETTE_SKINNING ) 67 | { 68 | MatrixPaletteSkinning( i.vPositionOs.xyzw, i.vBoneIndices.xyzw ); 69 | } 70 | #endif 71 | 72 | //o.vPositionPs.xyzw = mul( UNITY_MATRIX_MVP, i.vPositionOs.xyzw ); 73 | 74 | float3 vNormalWs = UnityObjectToWorldNormal( i.vNormalOs.xyz ); 75 | float3 vPositionWs = mul( unity_ObjectToWorld, i.vPositionOs.xyzw ).xyz; 76 | float2 vShadowOffsets = GetShadowOffsets( vNormalWs.xyz, g_vLightDirWs.xyz ); 77 | //vPositionWs.xyz -= vShadowOffsets.x * vNormalWs.xyz / 100; 78 | vPositionWs.xyz += vShadowOffsets.y * g_vLightDirWs.xyz / 1000; 79 | o.vPositionPs.xyzw = mul( UNITY_MATRIX_MVP, float4( mul( unity_WorldToObject, float4( vPositionWs.xyz, 1.0 ) ).xyz, 1.0 ) ); 80 | 81 | return o; 82 | } 83 | 84 | float4 MainPs( VertexOutput i ) : SV_Target 85 | { 86 | return float4( 0.0, 0.0, 0.0, 0.0 ); 87 | } 88 | ENDCG 89 | } 90 | } 91 | } 92 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Resources/vr_cast_shadows.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e0d5ea6cc9c168546ab14e075757975f 3 | timeCreated: 1442663114 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Resources/vr_quality_vis.shader: -------------------------------------------------------------------------------- 1 | // Copyright (c) Valve Corporation, All rights reserved. ====================================================================================================== 2 | 3 | Shader "Valve/Internal/vr_quality_vis" 4 | { 5 | SubShader 6 | { 7 | Pass 8 | { 9 | Name "ValveShadowVis" 10 | 11 | ZTest Always 12 | Cull Off 13 | ZWrite On 14 | 15 | CGPROGRAM 16 | #pragma target 5.0 17 | #pragma only_renderers d3d11 18 | 19 | #pragma vertex MainVs 20 | #pragma fragment MainPs 21 | 22 | #include "UnityCG.cginc" 23 | 24 | struct VS_INPUT 25 | { 26 | float4 vPositionOs : POSITION; 27 | float2 vTexCoord : TEXCOORD0; 28 | }; 29 | 30 | struct PS_INPUT 31 | { 32 | float4 vPositionPs : SV_Position; 33 | sample float2 vTexCoord : TEXCOORD0; 34 | }; 35 | 36 | struct PS_OUTPUT 37 | { 38 | float4 vColor : SV_Target0; 39 | float flDepth : SV_Depth; 40 | }; 41 | 42 | PS_INPUT MainVs( VS_INPUT i ) 43 | { 44 | PS_INPUT o; 45 | o.vPositionPs.xyzw = mul( UNITY_MATRIX_MVP, i.vPositionOs.xyzw ); 46 | o.vTexCoord.xy = float2( i.vTexCoord.x, 1.0 - i.vTexCoord.y ); 47 | return o; 48 | } 49 | 50 | uint g_nNumBins = 10; 51 | uint g_nDefaultBin = 6; 52 | uint g_nCurrentBin = 5; 53 | uint g_nLastFrameInBudget = 1; 54 | 55 | PS_OUTPUT MainPs( PS_INPUT i ) 56 | { 57 | PS_OUTPUT o; 58 | o.vColor.rgba = float4( 0.0, 0.0, 0.0, 1.0 ); 59 | 60 | uint nBin = i.vTexCoord.x * g_nNumBins; 61 | 62 | if ( i.vTexCoord.y <= 0.1 ) 63 | { 64 | // Thin bar showing colors 65 | if ( nBin == 0 ) 66 | o.vColor.rgb = float3( 0.5, 0.0, 0.0 ); 67 | else if ( nBin < g_nDefaultBin ) 68 | o.vColor.rgb = float3( 0.5, 0.5, 0.0 ); 69 | else 70 | o.vColor.rgb = float3( 0.0, 0.5, 0.0 ); 71 | } 72 | else if ( nBin == g_nCurrentBin ) 73 | { 74 | // Current bin 75 | if ( g_nLastFrameInBudget == 0 ) 76 | o.vColor.rgb = float3( 0.5, 0.0, 0.0 ); 77 | else if ( nBin < g_nDefaultBin ) 78 | o.vColor.rgb = float3( 0.5, 0.5, 0.0 ); 79 | else 80 | o.vColor.rgb = float3( 0.0, 0.5, 0.0 ); 81 | } 82 | else 83 | { 84 | // Gray bins 85 | if ( nBin & 0x1 ) 86 | o.vColor.rgb = float3( 0.02, 0.02, 0.02 ); 87 | else 88 | o.vColor.rgb = float3( 0.03, 0.03, 0.03 ); 89 | } 90 | 91 | // Force z to near plane 92 | o.flDepth = 0.0; 93 | 94 | return o; 95 | } 96 | ENDCG 97 | } 98 | } 99 | } 100 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Resources/vr_quality_vis.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 07bfa9d0c1b3fd44db48292ef9fd33f8 3 | timeCreated: 1456663973 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Resources/vr_shadow_vis.shader: -------------------------------------------------------------------------------- 1 | // Copyright (c) Valve Corporation, All rights reserved. ====================================================================================================== 2 | 3 | Shader "Valve/Internal/vr_shadow_vis" 4 | { 5 | SubShader 6 | { 7 | Pass 8 | { 9 | Name "ValveShadowVis" 10 | 11 | ZTest Always 12 | Cull Off 13 | ZWrite Off 14 | 15 | CGPROGRAM 16 | #pragma target 5.0 17 | #pragma only_renderers d3d11 18 | 19 | #pragma vertex MainVs 20 | #pragma fragment MainPs 21 | 22 | #include "UnityCG.cginc" 23 | 24 | #define VALVE_DECLARE_SHADOWMAP( tex ) Texture2D tex; SamplerComparisonState sampler##tex 25 | #define VALVE_SAMPLE_SHADOW( tex, coord ) tex.SampleCmpLevelZero( sampler##tex, (coord).xy, (coord).z ) 26 | VALVE_DECLARE_SHADOWMAP( g_tShadowBuffer ); 27 | 28 | struct VertexInput 29 | { 30 | float4 vPositionOs : POSITION; 31 | float2 vTexCoord : TEXCOORD0; 32 | }; 33 | 34 | struct VertexOutput 35 | { 36 | float4 vPositionPs : SV_POSITION; 37 | float2 vTexCoord : TEXCOORD0; 38 | }; 39 | 40 | VertexOutput MainVs( VertexInput i ) 41 | { 42 | VertexOutput o; 43 | o.vPositionPs.xyzw = mul( UNITY_MATRIX_MVP, i.vPositionOs.xyzw ); 44 | o.vTexCoord.xy = float2( i.vTexCoord.x, 1.0 - i.vTexCoord.y ); 45 | return o; 46 | } 47 | 48 | float4 MainPs( VertexOutput i ) : SV_Target 49 | { 50 | #define NUM_SAMPLES 128.0 51 | float flSum = 0.0; 52 | for ( int j = 0; j < NUM_SAMPLES; j++ ) 53 | { 54 | flSum += ( 1.0 / NUM_SAMPLES ) * ( VALVE_SAMPLE_SHADOW( g_tShadowBuffer, float3( i.vTexCoord.xy, j / NUM_SAMPLES ) ).r ); 55 | } 56 | 57 | flSum = pow( flSum, 2.0 ); 58 | 59 | float4 o = float4( flSum, flSum, flSum, 1.0 ); 60 | return o; 61 | } 62 | ENDCG 63 | } 64 | } 65 | } 66 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Resources/vr_shadow_vis.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cdd6c8dc4ee93b241bf07d7c37c257cb 3 | timeCreated: 1442747285 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: df621512ce7a4054a906a56086da5f18 3 | folderAsset: yes 4 | timeCreated: 1437474642 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Scripts/ValveCamera.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 93c5acf727c4d5d43bc69e892a516630 3 | timeCreated: 1457261090 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 32767 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Scripts/ValveFog.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Valve Corporation, All rights reserved. ====================================================================================================== 2 | 3 | using UnityEngine; 4 | using System.Collections; 5 | 6 | [ExecuteInEditMode] 7 | public class ValveFog : MonoBehaviour 8 | { 9 | [Header( "Gradient Fog" )] 10 | 11 | public Gradient gradient = new Gradient(); 12 | public float startDistance = 0.0f; 13 | public float endDistance = 100.0f; 14 | public int textureWidth = 32; 15 | 16 | [Header( "Height Fog")] 17 | 18 | public Color heightFogColor = Color.grey; 19 | public float heightFogThickness = 1.15f; 20 | public float heightFogFalloff = 0.1f; 21 | public float heightFogBaseHeight = -40.0f; 22 | 23 | // Textures 24 | private Texture2D gradientFogTexture; 25 | 26 | void Start() 27 | { 28 | UpdateConstants(); 29 | } 30 | 31 | void OnEnable() 32 | { 33 | Shader.EnableKeyword( "D_VALVE_FOG" ); 34 | } 35 | 36 | void OnDisable() 37 | { 38 | Shader.DisableKeyword( "D_VALVE_FOG" ); 39 | } 40 | 41 | #if UNITY_EDITOR 42 | void Update() 43 | { 44 | if ( !Application.isPlaying ) 45 | { 46 | UpdateConstants(); 47 | } 48 | } 49 | #endif 50 | 51 | private void UpdateConstants() 52 | { 53 | if ( gradientFogTexture == null ) 54 | { 55 | GenerateTexture(); 56 | } 57 | 58 | float scale = 1.0f / ( endDistance - startDistance ); 59 | float add = -startDistance / ( endDistance - startDistance ); 60 | Shader.SetGlobalVector( "gradientFogScaleAdd", new Vector4( scale, add, 0.0f, 0.0f ) ); 61 | Shader.SetGlobalColor( "gradientFogLimitColor", gradient.Evaluate( 1.0f ).linear ); 62 | Shader.SetGlobalVector( "heightFogParams", new Vector4( heightFogThickness, heightFogFalloff, heightFogBaseHeight, 0.0f ) ); 63 | Shader.SetGlobalColor( "heightFogColor", heightFogColor.linear ); 64 | } 65 | 66 | public void GenerateTexture() 67 | { 68 | gradientFogTexture = new Texture2D( textureWidth, 1, TextureFormat.ARGB32, false ); 69 | 70 | gradientFogTexture.wrapMode = TextureWrapMode.Clamp; 71 | 72 | float ds = 1.0f / ( textureWidth - 1 ); 73 | float s = 0.0f; 74 | for ( int i = 0; i < textureWidth; i++ ) 75 | { 76 | gradientFogTexture.SetPixel( i, 0, gradient.Evaluate( s ) ); 77 | s += ds; 78 | } 79 | gradientFogTexture.Apply(); 80 | 81 | Shader.SetGlobalTexture( "gradientFogTexture", gradientFogTexture ); 82 | } 83 | } 84 | 85 | #if UNITY_EDITOR 86 | [UnityEditor.CustomEditor( typeof( ValveFog ) )] 87 | public class ValveGradientFogEditor : UnityEditor.Editor 88 | { 89 | // Custom Inspector GUI allows us to click from within the UI 90 | public override void OnInspectorGUI() 91 | { 92 | DrawDefaultInspector(); 93 | 94 | ValveFog gradientFog = ( ValveFog )target; 95 | 96 | gradientFog.GenerateTexture(); 97 | } 98 | } 99 | #endif 100 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Scripts/ValveFog.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 73b1bcf7e7a499b448c980205a9a4a3a 3 | timeCreated: 1442875817 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Scripts/ValveOverrideLightmap.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Valve Corporation, All rights reserved. ====================================================================================================== 2 | 3 | using UnityEngine; 4 | using System.Collections; 5 | 6 | [ExecuteInEditMode] 7 | public class ValveOverrideLightmap : MonoBehaviour 8 | { 9 | public Color m_colorTint = Color.white; 10 | [Range( 0.0f, 16.0f )] public float m_brightness = 1.0f; 11 | 12 | void Start() 13 | { 14 | UpdateConstants(); 15 | } 16 | 17 | #if UNITY_EDITOR 18 | void Update() 19 | { 20 | if ( !Application.isPlaying ) 21 | { 22 | UpdateConstants(); 23 | } 24 | } 25 | #endif 26 | 27 | private void UpdateConstants() 28 | { 29 | Shader.SetGlobalColor( "g_vOverrideLightmapScale", m_brightness * m_colorTint.linear ); 30 | } 31 | } 32 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Scripts/ValveOverrideLightmap.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 66a87670eeede644dba8dd7dde9bff9b 3 | timeCreated: 1442624350 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Scripts/ValvePhotogrammetryGlobalSettings.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Valve Corporation, All rights reserved. ====================================================================================================== 2 | 3 | using UnityEngine; 4 | using System.Collections; 5 | 6 | [ExecuteInEditMode] 7 | public class ValvePhotogrammetryGlobalSettings : MonoBehaviour 8 | { 9 | public Color shadowColor; 10 | 11 | private int shadowColorID; 12 | 13 | //----------------------------------------------------- 14 | void Awake() 15 | { 16 | shadowColorID = Shader.PropertyToID( "g_vPhotogrammetryShadowColor" ); 17 | } 18 | 19 | //----------------------------------------------------- 20 | void Update() 21 | { 22 | Shader.SetGlobalVector( shadowColorID, shadowColor.linear ); 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Scripts/ValvePhotogrammetryGlobalSettings.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a5b751bda53855f4c9534a161c69512f 3 | timeCreated: 1455759923 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Scripts/ValveRealtimeLight.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Valve Corporation, All rights reserved. ====================================================================================================== 2 | 3 | using UnityEngine; 4 | using System; 5 | using System.Collections; 6 | using System.Collections.Generic; 7 | 8 | [ExecuteInEditMode] 9 | [RequireComponent( typeof( Light ) )] 10 | public class ValveRealtimeLight : MonoBehaviour 11 | { 12 | [NonSerialized] [HideInInspector] public static List< ValveRealtimeLight > s_allLights = new List< ValveRealtimeLight >(); 13 | [NonSerialized] [HideInInspector] public Light m_cachedLight; 14 | [NonSerialized] [HideInInspector] public Matrix4x4[] m_shadowTransform = { Matrix4x4.identity, Matrix4x4.identity, Matrix4x4.identity, Matrix4x4.identity, Matrix4x4.identity, Matrix4x4.identity }; 15 | [NonSerialized] [HideInInspector] public Matrix4x4[] m_lightCookieTransform = { Matrix4x4.identity, Matrix4x4.identity, Matrix4x4.identity, Matrix4x4.identity, Matrix4x4.identity, Matrix4x4.identity }; 16 | [NonSerialized] [HideInInspector] public int[] m_shadowX = { 0, 0, 0, 0, 0, 0 }; 17 | [NonSerialized] [HideInInspector] public int[] m_shadowY = { 0, 0, 0, 0, 0, 0 }; 18 | [NonSerialized] [HideInInspector] public bool m_bRenderShadowsThisFrame = false; 19 | [NonSerialized] [HideInInspector] public bool m_bInCameraFrustum = false; 20 | 21 | //[Tooltip( "Health value between 0 and 100." )] 22 | 23 | //[Header( "Spotlight Settings" )] 24 | [Range( 0.0f, 100.0f )] public float m_innerSpotPercent = 50.0f; 25 | 26 | //[Header( "Shadow Settings" )] 27 | [Range( 128.0f, 1024.0f * 8.0f )] public int m_shadowResolution = 1024; 28 | public float m_shadowNearClipPlane = 1.0f; 29 | public LayerMask m_shadowCastLayerMask = ~0; 30 | 31 | // !!! I need to hide these values for non-directional lights 32 | public float m_directionalLightShadowRadius = 100.0f; 33 | public float m_directionalLightShadowRange = 100.0f; 34 | 35 | public bool m_useOcclusionCullingForShadows = true; 36 | 37 | void OnValidate() 38 | { 39 | //if ( !Mathf.IsPowerOfTwo( m_shadowResolution ) ) 40 | //{ 41 | // m_shadowResolution = Mathf.ClosestPowerOfTwo( m_shadowResolution ); 42 | //} 43 | 44 | if ( ( m_shadowResolution % 128 ) != 0 ) 45 | { 46 | m_shadowResolution -= m_shadowResolution % 128; 47 | } 48 | 49 | if ( m_shadowNearClipPlane < 0.01f ) 50 | { 51 | m_shadowNearClipPlane = 0.01f; 52 | } 53 | } 54 | 55 | void OnEnable() 56 | { 57 | if ( !s_allLights.Contains( this ) ) 58 | { 59 | s_allLights.Add( this ); 60 | m_cachedLight = GetComponent< Light >(); 61 | } 62 | } 63 | 64 | void OnDisable() 65 | { 66 | s_allLights.Remove( this ); 67 | } 68 | 69 | public bool IsEnabled() 70 | { 71 | Light l = m_cachedLight; 72 | 73 | if ( !l.enabled || !l.isActiveAndEnabled ) 74 | { 75 | //Debug.Log( "Skipping disabled light " + l.name ); 76 | return false; 77 | } 78 | 79 | if ( l.intensity <= 0.0f ) 80 | { 81 | //Debug.Log( "Skipping light with zero intensity " + l.name ); 82 | return false; 83 | } 84 | 85 | if ( l.range <= 0.0f ) 86 | { 87 | //Debug.Log( "Skipping light with zero range " + l.name ); 88 | return false; 89 | } 90 | 91 | if ( ( l.color.linear.r <= 0.0f ) && ( l.color.linear.g <= 0.0f ) && ( l.color.linear.b <= 0.0f ) ) 92 | { 93 | //Debug.Log( "Skipping black light " + l.name ); 94 | return false; 95 | } 96 | 97 | if ( l.isBaked ) 98 | { 99 | // AV - Disabling this early-out because we may want lights to bake indirect and have realtime direct 100 | //Debug.Log( "Skipping lightmapped light " + l.name ); 101 | //return false; 102 | } 103 | 104 | if ( !m_bInCameraFrustum ) 105 | { 106 | //Debug.Log( "Skipping light culled by camera frustum " + l.name ); 107 | return false; 108 | } 109 | 110 | return true; 111 | } 112 | 113 | public bool CastsShadows() 114 | { 115 | Light l = m_cachedLight; 116 | 117 | if ( ( ( l.type == LightType.Spot ) || ( l.type == LightType.Point ) || ( l.type == LightType.Directional ) ) && ( l.shadows != LightShadows.None ) ) 118 | { 119 | return true; 120 | } 121 | 122 | return false; 123 | } 124 | } 125 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Scripts/ValveRealtimeLight.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fd0ce3079cdb6a646a75f65cec8e8714 3 | timeCreated: 1438216325 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Scripts/openvr_api.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 91cec4344dd28ef43a2a5317a4468e51 3 | timeCreated: 1456363939 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 09f8dae5907a4374a8c827890d14dbbc 3 | folderAsset: yes 4 | timeCreated: 1446119266 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Shaders/vr_fog.cginc: -------------------------------------------------------------------------------- 1 | // Copyright (c) Valve Corporation, All rights reserved. ====================================================================================================== 2 | 3 | #ifndef VR_FOG_INCLUDED 4 | #define VR_FOG_INCLUDED 5 | 6 | uniform half2 gradientFogScaleAdd; 7 | uniform half3 gradientFogLimitColor; 8 | uniform half3 heightFogParams; 9 | uniform half3 heightFogColor; 10 | 11 | uniform sampler2D gradientFogTexture; 12 | 13 | //--------------------------------------------------------------------------------------------------------------------------------------------------------- 14 | half2 CalculateFogCoords( float3 posWs ) 15 | { 16 | half2 results = 0.0; 17 | 18 | // Gradient fog 19 | half d = distance( posWs, _WorldSpaceCameraPos ); 20 | results.x = saturate( gradientFogScaleAdd.x * d + gradientFogScaleAdd.y ); 21 | 22 | // Height fog 23 | half3 cameraToPositionRayWs = posWs.xyz - _WorldSpaceCameraPos.xyz; 24 | half cameraToPositionDist = length( cameraToPositionRayWs.xyz ); 25 | half3 cameraToPositionDirWs = normalize( cameraToPositionRayWs.xyz ); 26 | half h = _WorldSpaceCameraPos.y - heightFogParams.z; 27 | results.y = heightFogParams.x * exp( -h * heightFogParams.y ) * 28 | ( 1.0 - exp( -cameraToPositionDist * cameraToPositionDirWs.y * heightFogParams.y ) ) / cameraToPositionDirWs.y; 29 | 30 | return saturate( results.xy ); 31 | } 32 | 33 | //--------------------------------------------------------------------------------------------------------------------------------------------------------- 34 | half3 ApplyFog( half3 c, half2 fogCoord, float fogMultiplier ) 35 | { 36 | // Apply gradient fog 37 | half4 f = tex2D( gradientFogTexture, half2( fogCoord.x, 0.0f ) ).rgba; 38 | c.rgb = lerp( c.rgb, f.rgb * fogMultiplier, f.a ); 39 | 40 | // Apply height fog 41 | c.rgb = lerp( c.rgb, heightFogColor.rgb * fogMultiplier, fogCoord.y ); 42 | 43 | return c.rgb; 44 | } 45 | 46 | //--------------------------------------------------------------------------------------------------------------------------------------------------------- 47 | half3 ApplyFog( half3 c, half2 fogCoord ) 48 | { 49 | return ApplyFog( c.rgb, fogCoord.xy, 1.0 ); 50 | } 51 | 52 | #endif // VR_FOG_INCLUDED 53 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Shaders/vr_fog.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6901dee36c43c5049bd425623dda5260 3 | timeCreated: 1442663113 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Shaders/vr_lighting.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dcd79a5cd543fa845a8137749d9df096 3 | timeCreated: 1442663113 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Shaders/vr_matrix_palette_skinning.cginc: -------------------------------------------------------------------------------- 1 | // Copyright (c) Valve Corporation, All rights reserved. ====================================================================================================== 2 | 3 | #ifndef VALVE_VR_MATRIX_PALETTE_SKINNING_INCLUDED 4 | #define VALVE_VR_MATRIX_PALETTE_SKINNING_INCLUDED 5 | 6 | #if defined( MATRIX_PALETTE_SKINNING_1BONE ) || defined( MATRIX_PALETTE_SKINNING_2BONE ) || defined( MATRIX_PALETTE_SKINNING_3BONE ) || defined( MATRIX_PALETTE_SKINNING_4BONE ) 7 | #define MATRIX_PALETTE_SKINNING 1 8 | #endif 9 | 10 | uniform StructuredBuffer< float4x4 > matrixPalette; 11 | 12 | //--------------------------------------------------------------------------------------------------------------------------------------------------------- 13 | void MatrixPaletteSkinning( inout float4 io_vPositionOs, inout float3 io_vNormalOs, inout float3 io_vTangentUOs, float4 vBoneIndices ) 14 | { 15 | vBoneIndices.xyzw = vBoneIndices.xyzw * 255.0; 16 | 17 | io_vPositionOs.xyzw = mul( matrixPalette[ vBoneIndices[ 0 ] ], io_vPositionOs.xyzw ); 18 | io_vNormalOs.xyz = mul( matrixPalette[ vBoneIndices[ 0 ] ], float4( io_vNormalOs.xyz, 0.0 ) ); 19 | io_vTangentUOs.xyz = mul( matrixPalette[ vBoneIndices[ 0 ] ], float4( io_vTangentUOs.xyz, 0.0 ) ); 20 | } 21 | 22 | //--------------------------------------------------------------------------------------------------------------------------------------------------------- 23 | void MatrixPaletteSkinning( inout float4 io_vPositionOs, inout float3 io_vNormalOs, float4 vBoneIndices ) 24 | { 25 | float3 garbage = 0.0; 26 | MatrixPaletteSkinning( io_vPositionOs.xyzw, io_vNormalOs.xyz, garbage.xyz, vBoneIndices ); 27 | } 28 | 29 | //--------------------------------------------------------------------------------------------------------------------------------------------------------- 30 | void MatrixPaletteSkinning( inout float4 io_vPositionOs, float4 vBoneIndices ) 31 | { 32 | float3 garbage1 = 0.0; 33 | float3 garbage2 = 0.0; 34 | MatrixPaletteSkinning( io_vPositionOs.xyzw, garbage1.xyz, garbage2.xyz, vBoneIndices ); 35 | } 36 | 37 | #endif // VALVE_VR_MATRIX_PALETTE_SKINNING_INCLUDED 38 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Shaders/vr_matrix_palette_skinning.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 90bb5a26a47c21f4984166b07017b1f7 3 | timeCreated: 1442663113 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Shaders/vr_photogrammetry.shader: -------------------------------------------------------------------------------- 1 | // Copyright (c) Valve Corporation, All rights reserved. ====================================================================================================== 2 | 3 | Shader "Valve/vr_photogrammetry" 4 | { 5 | Properties 6 | { 7 | _Color( "Color", Color ) = ( 1, 1, 1, 1 ) 8 | _MainTex( "Albedo", 2D ) = "white" {} 9 | //_DetailTex( "Detail Albedo x2", 2D ) = "gray" {} 10 | } 11 | 12 | SubShader 13 | { 14 | Tags { "RenderType" = "Photogrammetry" "PerformanceChecks" = "False" } 15 | LOD 300 16 | 17 | //------------------------------------------------------------------------------------------------------------------------------------------------------------- 18 | // Base forward pass (directional light, emission, lightmaps, ...) 19 | //------------------------------------------------------------------------------------------------------------------------------------------------------------- 20 | Pass 21 | { 22 | Name "FORWARD" 23 | Tags { "LightMode" = "ForwardBase" } 24 | 25 | Blend SrcAlpha OneMinusSrcAlpha 26 | //ZWrite [_ZWrite] 27 | 28 | CGPROGRAM 29 | #pragma target 5.0 30 | #pragma only_renderers d3d11 31 | #pragma exclude_renderers gles 32 | 33 | //------------------------------------------------------------------------------------------------------------------------------------------------------------- 34 | #pragma multi_compile _ D_VALVE_FOG 35 | 36 | //------------------------------------------------------------------------------------------------------------------------------------------------------------- 37 | #pragma skip_variants SHADOWS_SOFT 38 | 39 | //------------------------------------------------------------------------------------------------------------------------------------------------------------- 40 | #pragma vertex MainVs 41 | #pragma fragment MainPs 42 | 43 | // Includes ------------------------------------------------------------------------------------------------------------------------------------------------- 44 | #include "UnityCG.cginc" 45 | #include "UnityLightingCommon.cginc" 46 | #include "UnityStandardUtils.cginc" 47 | #include "UnityStandardInput.cginc" 48 | #include "vr_utils.cginc" 49 | #include "vr_lighting.cginc" 50 | #include "vr_fog.cginc" 51 | 52 | // Structs -------------------------------------------------------------------------------------------------------------------------------------------------- 53 | struct VS_INPUT 54 | { 55 | float4 vPositionOs : POSITION; 56 | float2 vTexCoord0 : TEXCOORD0; 57 | }; 58 | 59 | struct PS_INPUT 60 | { 61 | float4 vPositionPs : SV_Position; 62 | float3 vPositionWs : TEXCOORD0; 63 | float4 vTextureCoords : TEXCOORD1; 64 | 65 | #if ( D_VALVE_FOG ) 66 | float2 vFogCoords : TEXCOORD6; 67 | #endif 68 | }; 69 | 70 | // Vars ----------------------------------------------------------------------------------------------------------------------------------------------------- 71 | float g_flValveGlobalVertexScale = 1.0; // Used to "hide" all valve materials for debugging 72 | float3 g_vShadowColor; 73 | float4 _Detail_ST; 74 | float3 g_vPhotogrammetryShadowColor; 75 | 76 | #define g_vColorTint _Color 77 | #define g_tColor _MainTex 78 | #define g_tDetail2x _DetailTex 79 | 80 | // MainVs --------------------------------------------------------------------------------------------------------------------------------------------------- 81 | PS_INPUT MainVs( VS_INPUT i ) 82 | { 83 | PS_INPUT o = ( PS_INPUT )0; 84 | 85 | // Position 86 | i.vPositionOs.xyzw *= g_flValveGlobalVertexScale; // Used to "hide" all valve materials for debugging 87 | o.vPositionWs.xyz = mul( unity_ObjectToWorld, i.vPositionOs.xyzw ).xyz; 88 | o.vPositionPs.xyzw = mul( UNITY_MATRIX_MVP, i.vPositionOs.xyzw ); 89 | 90 | // Texture coordinates 91 | o.vTextureCoords.xy = TRANSFORM_TEX( i.vTexCoord0.xy, _MainTex ); 92 | o.vTextureCoords.zw = TRANSFORM_TEX( i.vTexCoord0.xy, _Detail ); 93 | 94 | #if ( D_VALVE_FOG ) 95 | { 96 | o.vFogCoords.xy = CalculateFogCoords( o.vPositionWs.xyz ); 97 | } 98 | #endif 99 | 100 | return o; 101 | } 102 | 103 | // MainPs --------------------------------------------------------------------------------------------------------------------------------------------------- 104 | struct PS_OUTPUT 105 | { 106 | float4 vColor : SV_Target0; 107 | }; 108 | 109 | PS_OUTPUT MainPs( PS_INPUT i ) 110 | { 111 | PS_OUTPUT o = ( PS_OUTPUT )0; 112 | 113 | float4 vColorTexel = tex2D( g_tColor, i.vTextureCoords.xy ); 114 | 115 | float4 vDetailTexel = tex2D( g_tColor, i.vTextureCoords.zw ); 116 | 117 | float flShadowScalarTotal = 1.0; 118 | [ loop ] for ( int j = 0; j < g_nNumLights; j++ ) 119 | { 120 | if ( g_vLightShadowIndex_vLightParams[ j ].x != 0.0 ) 121 | { 122 | float flShadowScalar = ComputeShadow_PCF_3x3_Gaussian( i.vPositionWs.xyz, g_matWorldToShadow[ j ], g_vShadowMinMaxUv[ j ] ); 123 | flShadowScalarTotal = min( flShadowScalarTotal, flShadowScalar ); 124 | } 125 | } 126 | 127 | // Output color 128 | o.vColor.rgba = vColorTexel.rgba; 129 | //o.vColor.rgb *= 2.0 * vDetailTexel.rgb; // FIXME: How to do mod2x correctly in Unity? 130 | o.vColor.rgb = lerp( g_vPhotogrammetryShadowColor.rgb * o.vColor.rgb, o.vColor.rgb, flShadowScalarTotal ); 131 | 132 | // Fog 133 | #if ( D_VALVE_FOG ) 134 | { 135 | o.vColor.rgb = ApplyFog( o.vColor.rgb, i.vFogCoords.xy ); 136 | } 137 | #endif 138 | 139 | // Dither to fix banding artifacts 140 | o.vColor.rgb += ScreenSpaceDither( i.vPositionPs.xy ); 141 | 142 | return o; 143 | } 144 | ENDCG 145 | } 146 | 147 | //------------------------------------------------------------------------------------------------------------------------------------------------------------- 148 | // Shadow rendering pass 149 | //------------------------------------------------------------------------------------------------------------------------------------------------------------- 150 | //Pass 151 | //{ 152 | // Name "ShadowCaster" 153 | // Tags { "LightMode" = "ShadowCaster" } 154 | // 155 | // ZWrite On ZTest LEqual 156 | // 157 | // CGPROGRAM 158 | // #pragma target 5.0 159 | // // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT 160 | // #pragma exclude_renderers gles 161 | // 162 | // // ------------------------------------- 163 | // #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 164 | // #pragma multi_compile_shadowcaster 165 | // 166 | // #pragma vertex vertShadowCaster 167 | // #pragma fragment fragShadowCaster 168 | // 169 | // #include "UnityStandardShadow.cginc" 170 | // ENDCG 171 | //} 172 | 173 | //------------------------------------------------------------------------------------------------------------------------------------------------------------- 174 | // Extracts information for lightmapping, GI (emission, albedo, ...) 175 | // This pass it not used during regular rendering. 176 | //------------------------------------------------------------------------------------------------------------------------------------------------------------- 177 | Pass 178 | { 179 | Name "META" 180 | Tags { "LightMode"="Meta" } 181 | 182 | Cull Off 183 | 184 | CGPROGRAM 185 | #pragma only_renderers d3d11 186 | 187 | #pragma vertex vert_meta 188 | #pragma fragment frag_meta 189 | 190 | #pragma shader_feature _EMISSION 191 | #pragma shader_feature _METALLICGLOSSMAP 192 | #pragma shader_feature ___ _DETAIL_MULX2 193 | 194 | #include "UnityStandardMeta.cginc" 195 | ENDCG 196 | } 197 | } 198 | } 199 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Shaders/vr_photogrammetry.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 17345b15837c74d489b13639baadc2cf 3 | timeCreated: 1455744195 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Shaders/vr_skybox.shader: -------------------------------------------------------------------------------- 1 | // Copyright (c) Valve Corporation, All rights reserved. ====================================================================================================== 2 | 3 | Shader "Valve/vr_skybox" 4 | { 5 | Properties 6 | { 7 | _Tint( "Tint Color", Color ) = ( .5, .5, .5, .5 ) 8 | [Gamma] _Exposure( "Exposure", Range( 0, 8 ) ) = 1.0 9 | _Rotation( "Rotation", Range( 0, 360 ) ) = 0 10 | [NoScaleOffset] _FrontTex( "Front [+Z] (HDR)", 2D) = "grey" {} 11 | [NoScaleOffset] _BackTex( "Back [-Z] (HDR)", 2D) = "grey" {} 12 | [NoScaleOffset] _LeftTex( "Left [+X] (HDR)", 2D) = "grey" {} 13 | [NoScaleOffset] _RightTex( "Right [-X] (HDR)", 2D) = "grey" {} 14 | [NoScaleOffset] _UpTex( "Up [+Y] (HDR)", 2D) = "grey" {} 15 | [NoScaleOffset] _DownTex( "Down [-Y] (HDR)", 2D) = "grey" {} 16 | } 17 | 18 | SubShader 19 | { 20 | Tags 21 | { 22 | "Queue"="Background" 23 | "RenderType"="Background" 24 | "PreviewType"="Skybox" 25 | } 26 | Cull Off 27 | ZWrite Off 28 | 29 | CGINCLUDE 30 | #pragma target 5.0 31 | #pragma only_renderers d3d11 32 | #pragma exclude_renderers gles 33 | 34 | //------------------------------------------------------------------------------------------------------------------------------------------------------------- 35 | #include "UnityCG.cginc" 36 | #include "vr_utils.cginc" 37 | 38 | //------------------------------------------------------------------------------------------------------------------------------------------------------------- 39 | float4 _Tint; 40 | float _Exposure; 41 | float _Rotation; 42 | 43 | #define g_vTint _Tint 44 | #define g_flExposure _Exposure 45 | #define g_flRotation _Rotation 46 | 47 | //------------------------------------------------------------------------------------------------------------------------------------------------------------- 48 | float4 RotateAroundYInDegrees( float4 vPositionOs, float flDegrees ) 49 | { 50 | float flRadians = flDegrees * UNITY_PI / 180.0; 51 | float flSin, flCos; 52 | sincos( flRadians, flSin, flCos ); 53 | float2x2 m = float2x2( flCos, -flSin, flSin, flCos ); 54 | return float4( mul( m, vPositionOs.xz ), vPositionOs.yw ).xzyw; 55 | } 56 | 57 | //------------------------------------------------------------------------------------------------------------------------------------------------------------- 58 | struct VS_INPUT 59 | { 60 | float4 vPositionOs : POSITION; 61 | float2 vTexcoord : TEXCOORD0; 62 | }; 63 | 64 | struct PS_INPUT 65 | { 66 | float4 vPositionPs : SV_POSITION; 67 | float2 vTexcoord : TEXCOORD0; 68 | }; 69 | 70 | struct PS_OUTPUT 71 | { 72 | float4 vColor : SV_Target0; 73 | }; 74 | 75 | //------------------------------------------------------------------------------------------------------------------------------------------------------------- 76 | PS_INPUT SkyboxVs( VS_INPUT v ) 77 | { 78 | PS_INPUT o; 79 | o.vPositionPs.xyzw = mul( UNITY_MATRIX_MVP, RotateAroundYInDegrees( v.vPositionOs.xyzw, g_flRotation ) ); 80 | o.vTexcoord.xy = v.vTexcoord.xy; 81 | return o; 82 | } 83 | 84 | //------------------------------------------------------------------------------------------------------------------------------------------------------------- 85 | PS_OUTPUT SkyboxPs( PS_INPUT i, sampler2D faceSampler, float4 faceSamplerDecode ) 86 | { 87 | float4 vSkyboxTexel = tex2D( faceSampler, i.vTexcoord.xy ).rgba; 88 | float3 vSkyboxLinearColor = DecodeHDR( vSkyboxTexel.rgba, faceSamplerDecode.rgba ); 89 | 90 | PS_OUTPUT o; 91 | 92 | o.vColor.rgb = saturate( vSkyboxLinearColor.rgb * g_vTint.rgb * unity_ColorSpaceDouble.rgb * g_flExposure ); 93 | o.vColor.a = 1.0; 94 | 95 | // Dither to fix banding artifacts 96 | o.vColor.rgb += ScreenSpaceDither( i.vPositionPs.xy ); 97 | 98 | return o; 99 | } 100 | 101 | ENDCG 102 | 103 | Pass 104 | { 105 | CGPROGRAM 106 | #pragma vertex SkyboxVs 107 | #pragma fragment MainPs 108 | sampler2D _FrontTex; 109 | float4 _FrontTex_HDR; 110 | PS_OUTPUT MainPs( PS_INPUT i ) { return SkyboxPs( i, _FrontTex, _FrontTex_HDR ); } 111 | ENDCG 112 | } 113 | 114 | Pass 115 | { 116 | CGPROGRAM 117 | #pragma vertex SkyboxVs 118 | #pragma fragment MainPs 119 | sampler2D _BackTex; 120 | float4 _BackTex_HDR; 121 | PS_OUTPUT MainPs( PS_INPUT i ) { return SkyboxPs( i, _BackTex, _BackTex_HDR ); } 122 | ENDCG 123 | } 124 | 125 | Pass 126 | { 127 | CGPROGRAM 128 | #pragma vertex SkyboxVs 129 | #pragma fragment MainPs 130 | sampler2D _LeftTex; 131 | float4 _LeftTex_HDR; 132 | PS_OUTPUT MainPs( PS_INPUT i ) { return SkyboxPs( i, _LeftTex, _LeftTex_HDR ); } 133 | ENDCG 134 | } 135 | Pass 136 | { 137 | CGPROGRAM 138 | #pragma vertex SkyboxVs 139 | #pragma fragment MainPs 140 | sampler2D _RightTex; 141 | float4 _RightTex_HDR; 142 | PS_OUTPUT MainPs( PS_INPUT i ) { return SkyboxPs( i, _RightTex, _RightTex_HDR ); } 143 | ENDCG 144 | } 145 | Pass 146 | { 147 | CGPROGRAM 148 | #pragma vertex SkyboxVs 149 | #pragma fragment MainPs 150 | sampler2D _UpTex; 151 | float4 _UpTex_HDR; 152 | PS_OUTPUT MainPs( PS_INPUT i ) { return SkyboxPs( i, _UpTex, _UpTex_HDR ); } 153 | ENDCG 154 | } 155 | Pass 156 | { 157 | CGPROGRAM 158 | #pragma vertex SkyboxVs 159 | #pragma fragment MainPs 160 | sampler2D _DownTex; 161 | float4 _DownTex_HDR; 162 | PS_OUTPUT MainPs( PS_INPUT i ) { return SkyboxPs( i, _DownTex, _DownTex_HDR ); } 163 | ENDCG 164 | } 165 | } 166 | } 167 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Shaders/vr_skybox.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f4fbed94e8c21af41b7c1a3a58fc55bf 3 | timeCreated: 1456995859 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Shaders/vr_standard.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 908b379d4818cd64184b95a21123d909 3 | timeCreated: 1442663114 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Shaders/vr_utils.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 54e88da308c76ec45accf54e939d818e 3 | timeCreated: 1442663113 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | Copyright (c) Valve Corporation 2 | All rights reserved. 3 | 4 | Redistribution and use in source and binary forms, with or without modification, 5 | are permitted provided that the following conditions are met 6 | 7 | 1. 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - Don't Shadow Cast 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: .0199999996 7 | Maximum Allowed Timestep: .333333343 8 | m_TimeScale: 1 9 | -------------------------------------------------------------------------------- /ProjectSettings/UnityAdsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!292 &1 4 | UnityAdsSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_InitializeOnStartup: 1 8 | m_TestMode: 0 9 | m_EnabledPlatforms: 4294967295 10 | m_IosGameId: 11 | m_AndroidGameId: 12 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | UnityPurchasingSettings: 11 | m_Enabled: 0 12 | m_TestMode: 0 13 | UnityAnalyticsSettings: 14 | m_Enabled: 0 15 | m_InitializeOnStartup: 1 16 | m_TestMode: 0 17 | m_TestEventUrl: 18 | m_TestConfigUrl: 19 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Community Version of "The Lab Renderer" 2 | ## Currently searching for maintainers! 3 | Valve’s VR renderer used in The Lab (Valve’s VR launch title for the HTC Vive) 4 | 5 | This is the set of scripts and shaders that drove rendering in The Lab. It is a forward renderer with support for up to 18 dynamic shadowing lights in a single pass with MSAA enabled, and it included the Adaptive Quality system that dynamically adjusts rendering resolution to maintain framerate in VR. 6 | 7 | Requires Unity 5.4.b15 or newer. 8 | 9 | ## More information: 10 | http://steamcommunity.com/games/250820/announcements/detail/604985915045842668 11 | 12 | ## Goals: 13 | 1) Provide support for the Lab Renderer in current and future Unity versions 14 | 2) Increase the supported features 15 | 16 | ## Contribution: 17 | We don't have many contribution requirements, but we do ask that all version compatability fixes be wrapped in branching version logic. For example, if you need to fix something that is broken only in version 5.5.X of Unity, do this: 18 | ``` 19 | #if UNITY_5_5 20 | 21 | #else 22 | 23 | #endif 24 | ``` 25 | 26 | --------------------------------------------------------------------------------