├── .gitattributes ├── .gitignore ├── Assets ├── Chess.meta ├── Chess │ ├── Animations.meta │ ├── Animations │ │ ├── CamerasOn.anim │ │ ├── CamerasOn.anim.meta │ │ ├── CamerasOn.controller │ │ └── CamerasOn.controller.meta │ ├── Chessboard2.fbx │ ├── Chessboard2.fbx.meta │ ├── Materials.meta │ ├── Materials │ │ ├── Ball.mat │ │ ├── Ball.mat.meta │ │ ├── Board.mat │ │ ├── Board.mat.meta │ │ ├── BoardBuffer.mat │ │ ├── BoardBuffer.mat.meta │ │ ├── BoardGen.mat │ │ ├── BoardGen.mat.meta │ │ ├── BoardOverlay.mat │ │ ├── BoardOverlay.mat.meta │ │ ├── Controls.mat │ │ ├── Controls.mat.meta │ │ ├── Pieces.mat │ │ ├── Pieces.mat.meta │ │ ├── Preview 1.mat │ │ ├── Preview 1.mat.meta │ │ ├── Preview 2.mat │ │ ├── Preview 2.mat.meta │ │ ├── Preview 3.mat │ │ ├── Preview 3.mat.meta │ │ ├── Slowly.mat │ │ └── Slowly.mat.meta │ ├── Prefab.meta │ ├── Prefab │ │ ├── Debug.prefab │ │ ├── Debug.prefab.meta │ │ ├── PrefabAvatarChessAI.prefab │ │ ├── PrefabAvatarChessAI.prefab.meta │ │ ├── PrefabWorldChessAI.prefab │ │ └── PrefabWorldChessAI.prefab.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── BoardGen.shader │ │ ├── BoardGen.shader.meta │ │ ├── BoardOverlay.shader │ │ ├── BoardOverlay.shader.meta │ │ ├── Buffer.shader │ │ ├── Buffer.shader.meta │ │ ├── Buttons.shader │ │ ├── Buttons.shader.meta │ │ ├── ChessInclude.cginc │ │ ├── ChessInclude.cginc.meta │ │ ├── Debugging.cginc │ │ ├── Debugging.cginc.meta │ │ ├── Layout.cginc │ │ ├── Layout.cginc.meta │ │ ├── Output.shader │ │ ├── Output.shader.meta │ │ ├── Pieces.shader │ │ ├── Pieces.shader.meta │ │ ├── TimeFade.shader │ │ └── TimeFade.shader.meta │ ├── Textures.meta │ ├── Textures │ │ ├── Atlas.png │ │ ├── Atlas.png.meta │ │ ├── Blue.png │ │ ├── Blue.png.meta │ │ ├── BoardsGenerated.renderTexture │ │ ├── BoardsGenerated.renderTexture.meta │ │ ├── Buffer.renderTexture │ │ ├── Buffer.renderTexture.meta │ │ ├── Buttons.png │ │ ├── Buttons.png.meta │ │ ├── Chessboard.meta │ │ ├── Chessboard │ │ │ ├── 10299-normal.jpg │ │ │ ├── 10299-normal.jpg.meta │ │ │ ├── 6613-normal.jpg │ │ │ ├── 6613-normal.jpg.meta │ │ │ ├── ChessBoard.jpg │ │ │ ├── ChessBoard.jpg.meta │ │ │ ├── ChessPieceNormal.jpg │ │ │ ├── ChessPieceNormal.jpg.meta │ │ │ ├── chessboard_specular.jpg │ │ │ ├── chessboard_specular.jpg.meta │ │ │ ├── test_steel.jpg │ │ │ └── test_steel.jpg.meta │ │ ├── Slowly.png │ │ ├── Slowly.png.meta │ │ ├── Status.png │ │ ├── Status.png.meta │ │ ├── TouchButton.renderTexture │ │ ├── TouchButton.renderTexture.meta │ │ ├── TouchControl.renderTexture │ │ ├── TouchControl.renderTexture.meta │ │ ├── frame.png │ │ └── frame.png.meta │ ├── VRCBot.meta │ └── VRCBot │ │ ├── VRCBot.fbx │ │ ├── VRCBot.fbx.meta │ │ ├── VRCBot.mat │ │ ├── VRCBot.mat.meta │ │ ├── VRCBot.shader │ │ ├── VRCBot.shader.meta │ │ ├── circle.png │ │ └── circle.png.meta ├── ChessAI.meta ├── ChessAI.unity ├── ChessAI.unity.meta ├── ChessAI │ ├── LightingData.asset │ ├── LightingData.asset.meta │ ├── ReflectionProbe-0.exr │ └── ReflectionProbe-0.exr.meta ├── ShaderDebugging.cs └── ShaderDebugging.cs.meta ├── Images ├── Chessboard.png ├── Eval.png ├── MoveGen.png └── Preview.png ├── LICENSE ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | *.swp 2 | Extra/backup 3 | Skinner.unitypackage 4 | 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /Assets/AssetStoreTools* 11 | /Assets/VRCSDK* 12 | /Assets/Plugins/VRCSDK* 13 | /Assets/VRChat* 14 | /Assets/Chess/Textures/BoardsGenerated.renderTexture.png 15 | /Assets/Chess/Textures/BoardsGenerated.renderTexture.png.meta 16 | 17 | # Autogenerated VS/MD solution and project files 18 | ExportedObj/ 19 | *.csproj 20 | *.unityproj 21 | *.sln 22 | *.suo 23 | *.tmp 24 | *.user 25 | *.userprefs 26 | *.pidb 27 | *.booproj 28 | *.svd 29 | 30 | 31 | # Unity3D generated meta files 32 | *.pidb.meta 33 | 34 | # Unity3D Generated File On Crash Reports 35 | sysinfo.txt 36 | 37 | # Paint.NET 38 | *.pdn 39 | *.pdn.meta 40 | 41 | # ========================= 42 | # Operating System Files 43 | # ========================= 44 | 45 | # OSX 46 | # ========================= 47 | 48 | .DS_Store 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-------------------------------------------------------------------------------- /Assets/Chess/Prefab/PrefabWorldChessAI.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0238f3a62ae78834ca4e7cb93fce8e5e 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Chess/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7b7559a76a0ae9143aa0b459c191743f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Chess/Shaders/BoardGen.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ddae6e8d370e0f146be85f557f52b3fd 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: 6 | - _BufferTex: {fileID: 8400000, guid: bf73458dffc6abe459ea0cd4cfdf7763, type: 2} 7 | - _TouchTex: {fileID: 8400000, guid: 4f1a8d48ce3f8a24e920932486af8fb0, type: 2} 8 | - _ButtonTex: {fileID: 8400000, guid: 3864d75f551993d469f39b69c83689b9, type: 2} 9 | nonModifiableTextures: [] 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Chess/Shaders/BoardOverlay.shader: -------------------------------------------------------------------------------- 1 | Shader "ChessBot/BoardOverlay" 2 | { 3 | Properties 4 | { 5 | _Color1 ("Board Color 1", Color) = (1,1,1,1) 6 | _Color2 ("Board Color 2", Color) = (0,0,0,1) 7 | _Color3 ("Piece Color 1", Color) = (1,1,1,1) 8 | _Color4 ("Piece Color 2", Color) = (0,0,0,1) 9 | _Color5 ("Selected Color", Color) = (0.5,0.5,0,1) 10 | _Color6 ("Valid Move Color", Color) = (0,1,0,1) 11 | _Color7 ("Final Selection Color", Color) = (0,0,1,1) 12 | _Color8 ("Move History Color", Color) = (1,0,0,1) 13 | _AtlasTex ("Chess Pieces Atlas", 2D) = "white" {} 14 | _BufferTex ("ChessBot Buffer", 2D) = "black" {} 15 | _Frame ("Highlight Frame", 2D) = "white" {} 16 | [HideInInspector]_Pixel ("Pixel Check", Vector) = (0, 255, 0, 0) 17 | } 18 | SubShader 19 | { 20 | Tags { "RenderType"="Transparent" "Queue"="Transparent" } 21 | Blend SrcAlpha OneMinusSrcAlpha 22 | Cull Off 23 | 24 | Pass 25 | { 26 | CGPROGRAM 27 | #pragma vertex vert 28 | #pragma fragment frag 29 | #pragma target 5.0 30 | 31 | #include "UnityCG.cginc" 32 | #include "ChessInclude.cginc" 33 | //#include "Debugging.cginc" 34 | #include "Layout.cginc" 35 | 36 | struct appdata 37 | { 38 | float4 vertex : POSITION; 39 | float2 uv : TEXCOORD0; 40 | }; 41 | 42 | struct v2f 43 | { 44 | float2 uv : TEXCOORD0; 45 | float4 vertex : SV_POSITION; 46 | }; 47 | 48 | Texture2D _BufferTex; 49 | sampler2D _AtlasTex; 50 | sampler2D _Frame; 51 | float4 _Color1; 52 | float4 _Color2; 53 | float4 _Color3; 54 | float4 _Color4; 55 | float4 _Color5; 56 | float4 _Color6; 57 | float4 _Color7; 58 | float4 _Color8; 59 | uint2 _Pixel; 60 | 61 | v2f vert (appdata v) 62 | { 63 | v2f o; 64 | o.vertex = UnityObjectToClipPos(v.vertex); 65 | o.uv = v.uv; 66 | return o; 67 | } 68 | 69 | float4 frag (v2f i) : SV_Target 70 | { 71 | // Hide the overlay in the touch controls since its on top of it 72 | if (unity_OrthoParams.w) discard; 73 | uint2 uv_id = floor(i.uv * 8); 74 | 75 | // float4 col = float4(fmod(dot(uv_id, 1..xx), 2).xxx, 1.0); 76 | // col.rgb = lerp(_Color2, _Color1, col.r); 77 | 78 | float4 col = 0.0; 79 | float2 grid_uv = fmod(i.uv * 8, 1.); 80 | float frame = tex2D(_Frame, grid_uv).a; 81 | 82 | uint4 board[2] = { LoadValueUint(_BufferTex, _Pixel * 2), 83 | LoadValueUint(_BufferTex, _Pixel * 2 + uint2(1, 0)) }; 84 | 85 | // uint4 fullBoard[4] = { 86 | // fullTests[3][0], fullTests[3][1], 87 | // fullTests[3][2], fullTests[3][3] 88 | // }; 89 | // uint4 board[2] = { fullBoard[0], fullBoard[1] }; 90 | 91 | // uint2 srcPieceID = uint2(9, 12); 92 | // int2 src = int2(4, 3); 93 | // int2 dest = int2(3, 4); 94 | 95 | // uint4 nextBoard[4] = { 96 | // doMove(fullBoard, 0, srcPieceID, src, dest, 0), 97 | // doMove(fullBoard, 1, srcPieceID, src, dest, 0), 98 | // doMove(fullBoard, 2, srcPieceID, src, dest, 0), 99 | // doMove(fullBoard, 3, srcPieceID, src, dest, 0) 100 | // }; 101 | 102 | // board[0] = nextBoard[0]; 103 | // board[1] = nextBoard[1]; 104 | 105 | // srcPieceID = uint2(5, 3); 106 | // src = int2(3, 7); 107 | // dest = int2(3, 4); 108 | 109 | // fullBoard[0] = nextBoard[0]; 110 | // fullBoard[1] = nextBoard[1]; 111 | // fullBoard[2] = nextBoard[2]; 112 | // fullBoard[3] = nextBoard[3]; 113 | 114 | // nextBoard[0] = doMove(fullBoard, 0, srcPieceID, src, dest, 0); 115 | // nextBoard[1] = doMove(fullBoard, 1, srcPieceID, src, dest, 0); 116 | // nextBoard[2] = doMove(fullBoard, 2, srcPieceID, src, dest, 0); 117 | // nextBoard[3] = doMove(fullBoard, 3, srcPieceID, src, dest, 0); 118 | // board[0] = nextBoard[0]; 119 | // board[1] = nextBoard[1]; 120 | 121 | // srcPieceID = uint2(9, 11); 122 | // src = int2(3, 1); 123 | // dest = int2(3, 3); 124 | 125 | // fullBoard[0] = nextBoard[0]; 126 | // fullBoard[1] = nextBoard[1]; 127 | // fullBoard[2] = nextBoard[2]; 128 | // fullBoard[3] = nextBoard[3]; 129 | 130 | // nextBoard[0] = doMove(fullBoard, 0, srcPieceID, src, dest, 0); 131 | // nextBoard[1] = doMove(fullBoard, 1, srcPieceID, src, dest, 0); 132 | // nextBoard[2] = doMove(fullBoard, 2, srcPieceID, src, dest, 0); 133 | // nextBoard[3] = doMove(fullBoard, 3, srcPieceID, src, dest, 0); 134 | // board[0] = nextBoard[0]; 135 | // board[1] = nextBoard[1]; 136 | 137 | // srcPieceID = uint2(1, 12); 138 | // src = int2(4, 4); 139 | // dest = int2(4, 3); 140 | 141 | // fullBoard[0] = nextBoard[0]; 142 | // fullBoard[1] = nextBoard[1]; 143 | // fullBoard[2] = nextBoard[2]; 144 | // fullBoard[3] = nextBoard[3]; 145 | 146 | // nextBoard[0] = doMove(fullBoard, 0, srcPieceID, src, dest, 0); 147 | // nextBoard[1] = doMove(fullBoard, 1, srcPieceID, src, dest, 0); 148 | // nextBoard[2] = doMove(fullBoard, 2, srcPieceID, src, dest, 0); 149 | // nextBoard[3] = doMove(fullBoard, 3, srcPieceID, src, dest, 0); 150 | // board[0] = nextBoard[0]; 151 | // board[1] = nextBoard[1]; 152 | 153 | // srcPieceID = uint2(9, 10); 154 | // src = int2(2, 1); 155 | // dest = int2(2, 3); 156 | 157 | // fullBoard[0] = nextBoard[0]; 158 | // fullBoard[1] = nextBoard[1]; 159 | // fullBoard[2] = nextBoard[2]; 160 | // fullBoard[3] = nextBoard[3]; 161 | 162 | // nextBoard[0] = doMove(fullBoard, 0, srcPieceID, src, dest, 0); 163 | // nextBoard[1] = doMove(fullBoard, 1, srcPieceID, src, dest, 0); 164 | // nextBoard[2] = doMove(fullBoard, 2, srcPieceID, src, dest, 0); 165 | // nextBoard[3] = doMove(fullBoard, 3, srcPieceID, src, dest, 0); 166 | // board[0] = nextBoard[0]; 167 | // board[1] = nextBoard[1]; 168 | 169 | // srcPieceID = uint2(5, 3); 170 | // src = int2(3, 4); 171 | // dest = int2(3, 3); 172 | 173 | // fullBoard[0] = nextBoard[0]; 174 | // fullBoard[1] = nextBoard[1]; 175 | // fullBoard[2] = nextBoard[2]; 176 | // fullBoard[3] = nextBoard[3]; 177 | 178 | // nextBoard[0] = doMove(fullBoard, 0, srcPieceID, src, dest, 0); 179 | // nextBoard[1] = doMove(fullBoard, 1, srcPieceID, src, dest, 0); 180 | // nextBoard[2] = doMove(fullBoard, 2, srcPieceID, src, dest, 0); 181 | // nextBoard[3] = doMove(fullBoard, 3, srcPieceID, src, dest, 0); 182 | // board[0] = nextBoard[0]; 183 | // board[1] = nextBoard[1]; 184 | 185 | // buffer[0] = (nextBoard[3][2] & 0xff); 186 | 187 | // uint curPos = getPiece(board, uv_id); 188 | 189 | // float2 piecePos = 0.14286 * float2((curPos & kMask), (curPos >> 3)); 190 | // float4 pc = tex2D(_AtlasTex, grid_uv * 0.14286 + piecePos); 191 | // pc.rgb = lerp(_Color4, _Color3, smoothstep(0, 1, dot(pc.rgb, 1..xxx) * 0.5)); 192 | 193 | // Highlight current position 194 | float4 playerPosState = LoadValueFloat(_BufferTex, txPlayerPosState); 195 | col = lerp(col, _Color5, frame * 196 | (playerPosState.x > -1 && all(uint2(playerPosState.xy) == uv_id))); 197 | 198 | // Highlight player selected piece 199 | float4 playerSrcDest = LoadValueFloat(_BufferTex, txPlayerSrcDest); 200 | col = lerp(col, _Color7, frame * 201 | (playerSrcDest.x > -1 && all(uint2(playerSrcDest.xy) == uv_id))); 202 | 203 | // Highlight last moves 204 | float4 lastDest = LoadValueFloat(_BufferTex, txLastDest); 205 | col = lerp(col, _Color8, frame * 206 | (lastDest.x > -1 && all(uint2(lastDest.xy) == uv_id))); 207 | 208 | // Highlight valid moves 209 | float2 kingMoved = LoadValueFloat(_BufferTex, txKingMoved); 210 | bool clear = validMove(board, playerSrcDest.xy, uv_id, kingMoved); 211 | col = lerp(col, _Color6, frame * clear); 212 | 213 | // col = lerp(col, pc, pc.a); 214 | 215 | return col; 216 | } 217 | ENDCG 218 | } 219 | } 220 | } 221 | -------------------------------------------------------------------------------- /Assets/Chess/Shaders/BoardOverlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 32efb892fb0c66040b85f5c3b4bad4c2 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: 6 | - _AtlasTex: {fileID: 2800000, guid: fef4039bb7044ad489c83ca05e37f2aa, type: 3} 7 | - _BufferTex: {fileID: 8400000, guid: bf73458dffc6abe459ea0cd4cfdf7763, type: 2} 8 | - _Frame: {fileID: 2800000, guid: ace828cc819a13042b09cb78eeaff470, type: 3} 9 | nonModifiableTextures: [] 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Chess/Shaders/Buffer.shader: -------------------------------------------------------------------------------- 1 | Shader "ChessBot/Buffer" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "black" {} 6 | _MaxDist ("Max Distance", Float) = 0.05 7 | } 8 | SubShader 9 | { 10 | Tags { "Queue"="Overlay+1" "ForceNoShadowCasting"="True" "IgnoreProjector"="True" } 11 | ZWrite Off 12 | ZTest Always 13 | Cull Off 14 | 15 | Pass 16 | { 17 | Lighting Off 18 | SeparateSpecular Off 19 | Fog { Mode Off } 20 | 21 | CGPROGRAM 22 | #pragma vertex vert 23 | #pragma fragment frag 24 | #pragma fragmentoption ARB_precision_hint_fastest 25 | #pragma target 5.0 26 | 27 | #include "UnityCG.cginc" 28 | 29 | struct appdata 30 | { 31 | float4 vertex : POSITION; 32 | float2 uv : TEXCOORD0; 33 | }; 34 | 35 | struct v2f 36 | { 37 | float3 uv : TEXCOORD0; 38 | float4 vertex : SV_POSITION; 39 | }; 40 | 41 | Texture2D _MainTex; 42 | float4 _MainTex_TexelSize; 43 | float _MaxDist; 44 | 45 | v2f vert (appdata v) 46 | { 47 | v2f o; 48 | o.vertex = float4(v.uv * 2 - 1, 0, 1); 49 | #ifdef UNITY_UV_STARTS_AT_TOP 50 | v.uv.y = 1-v.uv.y; 51 | #endif 52 | o.uv.xy = UnityStereoTransformScreenSpaceTex(v.uv); 53 | o.uv.z = (distance(_WorldSpaceCameraPos, 54 | mul(unity_ObjectToWorld, float4(0,0,0,1)).xyz) > _MaxDist) ? 55 | -1 : 1; 56 | return o; 57 | } 58 | 59 | float4 frag (v2f i) : SV_Target 60 | { 61 | clip(i.uv.z); 62 | // sample the texture 63 | float4 col = _MainTex.Load(int3(i.uv.xy * _MainTex_TexelSize.zw, 0)); 64 | return col; 65 | } 66 | ENDCG 67 | } 68 | } 69 | } 70 | -------------------------------------------------------------------------------- /Assets/Chess/Shaders/Buffer.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 09e5653af5a974640b8c8ad50ceee4a1 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: 6 | - _MainTex: {fileID: 8400000, guid: fdfbe7d98b8700543ac33702fcffc0d4, type: 2} 7 | nonModifiableTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Chess/Shaders/Buttons.shader: -------------------------------------------------------------------------------- 1 | Shader "ChessBot/Buttons" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Button Texture", 2D) = "black" {} 6 | _StatusTex ("Status Texture", 2D) = "black" {} 7 | _BufferTex ("ChessBot Buffer", 2D) = "black" {} 8 | _Color1 ("Highlight Color", Color) = (1,0,0,1) 9 | } 10 | SubShader 11 | { 12 | Tags { "Queue" = "Transparent" "RenderType"="Transparent" } 13 | Blend SrcAlpha OneMinusSrcAlpha 14 | Cull Off 15 | LOD 100 16 | 17 | Pass 18 | { 19 | CGPROGRAM 20 | #pragma vertex vert 21 | #pragma fragment frag 22 | 23 | #include "UnityCG.cginc" 24 | #include "ChessInclude.cginc" 25 | #include "Layout.cginc" 26 | 27 | struct appdata 28 | { 29 | float4 vertex : POSITION; 30 | float2 uv : TEXCOORD0; 31 | }; 32 | 33 | struct v2f 34 | { 35 | float2 uv : TEXCOORD0; 36 | float4 vertex : SV_POSITION; 37 | }; 38 | 39 | sampler2D _MainTex; 40 | sampler2D _StatusTex; 41 | Texture2D _BufferTex; 42 | float4 _Color1; 43 | 44 | v2f vert (appdata v) 45 | { 46 | v2f o; 47 | o.vertex = UnityObjectToClipPos(v.vertex); 48 | o.uv = v.uv; 49 | return o; 50 | } 51 | 52 | fixed4 frag (v2f i) : SV_Target 53 | { 54 | // Hide the image in the touch controls since its on top of it 55 | if (unity_OrthoParams.w) discard; 56 | fixed4 col = 0; 57 | 58 | // Split the uvs into two 59 | float2 buv = i.uv; 60 | buv.y *= 1.3333; 61 | float2 tuv = i.uv; 62 | int2 uv_id = floor(buv * 2); 63 | 64 | float4 turnWinUpdateLate = LoadValueFloat(_BufferTex, txTurnWinUpdateLate); 65 | float4 drawResignNewReset = LoadValueFloat(_BufferTex, txDrawResignNewReset); 66 | float4 buttonPos = LoadValueFloat(_BufferTex, txButtonPos); 67 | 68 | [flatten] 69 | if (i.uv.y > 0.75) 70 | { 71 | [flatten] 72 | if (turnWinUpdateLate.y == WHITE) {} 73 | else if (turnWinUpdateLate.y == BLACK) { tuv.y -= 0.25; } 74 | else if (turnWinUpdateLate.y == DRAW_ACCEPT) { tuv.y -= 0.5; } 75 | else if (turnWinUpdateLate.y == DRAW_DECLINE) { tuv.y -= 0.75; } 76 | else { tuv.y += 0.25; } 77 | col = tex2D(_StatusTex, tuv); 78 | } 79 | else 80 | { 81 | col = tex2D(_MainTex, buv); 82 | col = lerp(col, _Color1, (buttonPos.z > 0 && all(int2(buttonPos.xy) == uv_id)) * 0.5 * col.a); 83 | } 84 | return col; 85 | } 86 | ENDCG 87 | } 88 | } 89 | } 90 | -------------------------------------------------------------------------------- /Assets/Chess/Shaders/Buttons.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8b515f17ad091e4a94e1eaf5abe8796 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: 6 | - _MainTex: {fileID: 2800000, guid: 0ee77de668a1de54f92c0a6fe319f457, type: 3} 7 | - _StatusTex: {fileID: 2800000, guid: e3ce53d25dee8aa4684e34286cf3d68f, type: 3} 8 | - _BufferTex: {fileID: 8400000, guid: bf73458dffc6abe459ea0cd4cfdf7763, type: 2} 9 | nonModifiableTextures: [] 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Chess/Shaders/ChessInclude.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 81cb4aef823a1014db8c38bd0622f648 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Chess/Shaders/Debugging.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f30ce390bc850174a944e5803b7b3386 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Chess/Shaders/Layout.cginc: -------------------------------------------------------------------------------- 1 | #ifndef _LAYOUT 2 | #define _LAYOUT 3 | 4 | #define txCurBoardBL int2(0, 510) 5 | #define txCurBoardBR int2(1, 510) 6 | #define txCurBoardTL int2(0, 511) 7 | #define txCurBoardTR int2(1, 511) 8 | #define txTurnWinUpdateLate int2(2, 511) 9 | #define txKingMoved int2(3, 511) 10 | #define txTimerLiftSeed int2(4, 511) 11 | #define txPlayerSrcDest int2(5, 511) 12 | #define txPlayerPosState int2(6, 511) 13 | #define txDrawResignNewReset int2(7, 511) 14 | #define txButtonPos int2(8, 511) 15 | #define txLastDest int2(9, 511) 16 | #define txVRCBotState int2(10, 511) 17 | #define txEvalArea int4(360, 511, 511, 511) 18 | 19 | // States for extracting touch input 20 | #define PSTATE_SRC 0 21 | #define PSTATE_LIFT 1 // Wait for no touch 22 | #define PSTATE_DEST 2 // Then accept next input 23 | 24 | #define DRAW_DECLINE -2 25 | #define DRAW_ACCEPT 2 26 | 27 | // x, y dimensions of set of board group generated per board 28 | // z, w dimensions of all boards combined 29 | #define boardParams float4(302, 2, 302, 304) 30 | 31 | // VRCBot States 32 | #define BOT_IDLE 0 33 | #define BOT_PLAY 1 34 | #define BOT_WIN 2 35 | #define BOT_LOSE 3 36 | 37 | // Response Animations 38 | #define BOT_NONE 0 39 | #define BOT_NO 1 40 | 41 | // Number of rows we update each frame 42 | static const int boardDiv = 62; 43 | 44 | // Index of texture area to update per frame 45 | static const int boardUpdate[7] = 46 | { 47 | 0, 48 | 2, 49 | boardDiv + 2, 50 | boardDiv * 2 + 2, 51 | boardDiv * 3 + 2, 52 | boardDiv * 4 + 2, 53 | boardDiv * 5 + 2 54 | }; 55 | 56 | // Move count table for branching 57 | static const uint2 moveNum[7] = 58 | { 59 | // Total Cumulative 60 | 0, 0, // Nothing 61 | 32, 32, // Pawns 62 | 16, 48, // Knights 63 | 30, 78, // Bishops 64 | 32, 110, // Rooks 65 | 31, 141, // Queen 66 | 10, 151 // King 67 | }; 68 | 69 | inline uint4 LoadValueUint( in Texture2D tex, in int2 re ) 70 | { 71 | return asuint(tex.Load(int3(re, 0))); 72 | } 73 | 74 | inline void StoreValueUint( in int2 txPos, in uint4 value, inout uint4 col, 75 | in int2 fragPos ) 76 | { 77 | col = all(fragPos == txPos) ? value : col; 78 | } 79 | 80 | inline float4 LoadValueFloat( in Texture2D tex, in int2 re ) 81 | { 82 | return asfloat(tex.Load(int3(re, 0))); 83 | } 84 | 85 | inline void StoreValueFloat( in int2 txPos, in float4 value, inout uint4 col, 86 | in int2 fragPos ) 87 | { 88 | col = all(fragPos == txPos) ? asuint(value) : col; 89 | } 90 | 91 | // Hash without sine 92 | // https://www.shadertoy.com/view/4djSRW 93 | 94 | float hash11(float p) 95 | { 96 | p = frac(p * .1031); 97 | p *= p + 33.33; 98 | p *= p + p; 99 | return frac(p); 100 | } 101 | 102 | float4 HueShift (in float3 Color, in float Shift) 103 | { 104 | float3 P = float3(0.55735, 0.55735, 0.55735)* 105 | dot(float3(0.55735,0.55735,0.55735),Color); 106 | float3 U = Color-P; 107 | float3 V = cross(float3(0.55735,0.55735,0.55735),U); 108 | Color = U*cos(Shift*6.2832) + V*sin(Shift*6.2832) + P; 109 | return float4(Color,1.0); 110 | } 111 | 112 | float attenUV (float lightAtten0, float3 LightPos5, float3 worldPos) { 113 | float range = (0.005 * sqrt(1000000.0 - lightAtten0)) / sqrt(lightAtten0); 114 | return distance(LightPos5, worldPos) / range; 115 | } 116 | 117 | float attenFunc (float attenUV) { 118 | return saturate(1.0 / (1.0 + 25.0 * attenUV * attenUV) * saturate((1.0 - attenUV) * 5.0)); 119 | } 120 | 121 | #endif -------------------------------------------------------------------------------- /Assets/Chess/Shaders/Layout.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ffa2758acb370e44d9848b9069193674 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Chess/Shaders/Output.shader: -------------------------------------------------------------------------------- 1 | Shader "ChessBot/Output" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | [Toggle] _FlipX ("Flip X", Int) = 0 7 | } 8 | SubShader 9 | { 10 | Tags { "RenderType"="Opaque" } 11 | Cull Off 12 | LOD 100 13 | 14 | Pass 15 | { 16 | CGPROGRAM 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | // make fog work 20 | #pragma multi_compile_fog 21 | 22 | #include "UnityCG.cginc" 23 | 24 | struct appdata 25 | { 26 | float4 vertex : POSITION; 27 | float2 uv : TEXCOORD0; 28 | }; 29 | 30 | struct v2f 31 | { 32 | float2 uv : TEXCOORD0; 33 | UNITY_FOG_COORDS(1) 34 | float4 vertex : SV_POSITION; 35 | }; 36 | 37 | sampler2D _MainTex; 38 | float4 _MainTex_ST; 39 | int _FlipX; 40 | 41 | v2f vert (appdata v) 42 | { 43 | v2f o; 44 | o.vertex = UnityObjectToClipPos(v.vertex); 45 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 46 | UNITY_TRANSFER_FOG(o,o.vertex); 47 | return o; 48 | } 49 | 50 | fixed4 frag (v2f i) : SV_Target 51 | { 52 | // sample the texture 53 | i.uv.x = _FlipX ? 1.0 - i.uv.x : i.uv.x; 54 | fixed4 col = saturate(tex2D(_MainTex, i.uv)); 55 | // apply fog 56 | UNITY_APPLY_FOG(i.fogCoord, col); 57 | return col; 58 | } 59 | ENDCG 60 | } 61 | } 62 | } 63 | -------------------------------------------------------------------------------- /Assets/Chess/Shaders/Output.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 47fcc1ce9cec2b6468db16ce8e2d40ce 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: 6 | - _MainTex: {instanceID: 0} 7 | nonModifiableTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Chess/Shaders/Pieces.shader: -------------------------------------------------------------------------------- 1 | Shader "ChessBot/Pieces" 2 | { 3 | Properties 4 | { 5 | _Color1 ("Color 1", Color) = (1, 1, 1, 1) 6 | _Color2 ("Color 2", Color) = (0, 0, 0, 1) 7 | _BufferTex ("ChessBot Buffer", 2D) = "black" {} 8 | _Cube ("Reflection Cubemap", Cube) = "_Skybox" {} 9 | _CubeAmount ("Cubemap Amount", Range(0.0, 1.0)) = 0.1 10 | _BumpMap ("BumpMap", 2D) = "bump" {} 11 | _Roughness ("Roughness", Range(0.0, 10.0)) = 0.0 12 | _RimPower ("Rim Power", Range(0.01, 3.0)) = 0.05 13 | _GrabPassAmount ("GrabPass Amount", Range(0.0, 1.0)) = 0.5 14 | //_Test ("test", Vector) = (0, 0, 0, 0) 15 | } 16 | SubShader 17 | { 18 | 19 | Tags { "RenderType"="Transparent" "Queue"="Transparent" "LightMode"="ForwardBase" } 20 | LOD 200 21 | 22 | GrabPass { "_ChessGrabPass" } 23 | 24 | Pass 25 | { 26 | CGPROGRAM 27 | #pragma vertex vert 28 | #pragma fragment frag 29 | #pragma target 5.0 30 | 31 | #include "UnityCG.cginc" 32 | #include "UnityLightingCommon.cginc" 33 | #include "ChessInclude.cginc" 34 | #include "Layout.cginc" 35 | //#include "Debugging.cginc" 36 | 37 | struct appdata 38 | { 39 | float4 vertex : POSITION; 40 | float3 normal : NORMAL; 41 | float2 uv : TEXCOORD0; 42 | float2 uv2 : TEXCOORD1; 43 | }; 44 | 45 | struct v2f 46 | { 47 | float2 uv : TEXCOORD0; 48 | float4 vertex : SV_POSITION; 49 | float4 screenPos : TEXCOORD1; 50 | float4 pieceCol : TEXCOORD2; 51 | float3 worldPos : TEXCOORD3; 52 | float3 worldNormal : TEXCOORD4; 53 | float3 ambient_SH : TEXCOORD5; 54 | }; 55 | 56 | Texture2D _BufferTex; 57 | sampler2D _ChessGrabPass; 58 | sampler2D _BumpMap; 59 | samplerCUBE _Cube; 60 | 61 | float4 _Color1; 62 | float4 _Color2; 63 | float _Roughness; 64 | float _RimPower; 65 | float _GrabPassAmount; 66 | float _CubeAmount; 67 | //float4 _Test; 68 | 69 | // Offset to 0, 0 of the board 70 | // x, y is White and z, w is Black 71 | static const float4 pcTable[16] = 72 | { 73 | 86.2, 38.3, 86.2, -124.9, 74 | 74.7, 38.5, 74.3, -125.0, 75 | 61.7, 38.3, 61.7, -124.8, 76 | 49.3, 38.5, 49.3, -125.0, 77 | 37.0, 38.3, 37.0, -124.8, 78 | 24.8, 38.3, 24.8, -124.9, 79 | 13.1, 38.6, 12.7, -125.1, 80 | 0.4, 38.4, 0.4, -124.9, 81 | 86.4, 26.1, 86.4, -112.8, 82 | 74.2, 26.1, 74.2, -112.9, 83 | 61.9, 26.2, 61.9, -112.7, 84 | 49.5, 26.2, 49.6, -112.8, 85 | 37.3, 26.1, 37.3, -112.8, 86 | 25.0, 26.2, 25.0, -112.7, 87 | 12.7, 26.2, 12.7, -112.7, 88 | 0.4, 26.2, 0.4, -112.7 89 | }; 90 | 91 | // The piece IDs are baked into the UV positions 92 | void movePiece (inout float4 vertex, in int2 uvID) 93 | { 94 | bool isBlack = uvID.y > 3; 95 | int id = uvID.x + (isBlack ? 1 - (uvID.y - 6) : uvID.y) * 8; 96 | uint4 board[2] = { LoadValueUint(_BufferTex, txCurBoardTL), 97 | LoadValueUint(_BufferTex, txCurBoardTR) }; 98 | 99 | // We use the IDs to figure out where the position is 100 | uint shift = pID[id] - (floor(pID[id] / 100) * 100); 101 | uint buff = (((isBlack ? board[1] : board[0])[floor(pID[id] / 100)]) 102 | >> shift) & 0xff; 103 | 104 | int2 pos = int2(buff >> 4, buff & 0xf) - 1; 105 | float2 offset = isBlack ? pcTable[id].zw : pcTable[id].xy; 106 | vertex.xz += (any(pos < 0)) ? 107 | 0 : (offset + float2(-12.33, 12.33) * pos); 108 | } 109 | 110 | v2f vert (appdata v) 111 | { 112 | v2f o; 113 | o.uv = v.uv; 114 | 115 | // Vertex IDs are baked into the second UV map 116 | movePiece(v.vertex, floor(v.uv2 * 8.0)); 117 | 118 | o.vertex = UnityObjectToClipPos(v.vertex); 119 | o.screenPos = ComputeGrabScreenPos(o.vertex); 120 | o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; 121 | o.worldNormal = UnityObjectToWorldNormal(v.normal); 122 | o.pieceCol = v.uv2.y < 0.5 ? _Color1 : _Color2; 123 | o.ambient_SH = ShadeSH9(float4(o.worldNormal, 1.0)); 124 | return o; 125 | } 126 | 127 | float4 frag (v2f i) : SV_Target 128 | { 129 | // Hide the pieces in the touch controls since its on top of it 130 | if (unity_OrthoParams.w) discard; 131 | float4 col = i.pieceCol; 132 | 133 | // Skybox 134 | float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); 135 | float3 reflection = reflect(-worldViewDir, i.worldNormal); 136 | float4 skyData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflection, _Roughness); 137 | float3 skyColor = DecodeHDR (skyData, unity_SpecCube0_HDR); 138 | 139 | // Cubemap 140 | float4 reflcol = texCUBE (_Cube, reflection); 141 | 142 | float orim = dot(worldViewDir, i.worldNormal); 143 | float rim = saturate(pow(orim, _RimPower)); 144 | float powRim = pow(1 - orim, 3); 145 | 146 | // Normal map for the grab pass 147 | float3 bump = UnpackNormal(tex2D(_BumpMap, i.uv)); 148 | bump = ( -0.06 - bump ) * 0.09; 149 | float4 grab = tex2Dproj(_ChessGrabPass, (i.screenPos / i.screenPos.w + 150 | float4(bump.r, bump.g, 0, 1.0 - rim))); 151 | grab.rgb = HueShift(grab.rgb, powRim * 2.5); 152 | 153 | // Lighting 154 | float atten; 155 | 156 | // Directional light 157 | if(_WorldSpaceLightPos0.w == 0.0) 158 | { 159 | atten = 1.0; 160 | } 161 | else 162 | { 163 | float3 fragmentToLightSource = _WorldSpaceLightPos0.xyz - i.worldPos.xyz; 164 | float dist = length(fragmentToLightSource); 165 | atten = 1.0/dist; 166 | } 167 | 168 | float atUVPoint = attenUV(unity_4LightAtten0.x, float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x), i.worldPos.xyz); 169 | atUVPoint = attenFunc(atUVPoint) * 0.3; 170 | 171 | float3 diffuseReflection = atten * _LightColor0.xyz; 172 | 173 | // Is this how you do lighting? I dunno 174 | float3 lightFinal = pow(UNITY_LIGHTMODEL_AMBIENT.xyz + 175 | diffuseReflection + i.ambient_SH * 0.7 + (unity_LightColor[0].rgb * 176 | (1 / distance(float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x), i.worldPos.xyz)) * atUVPoint), 0.8); 177 | 178 | col.rgb = clamp(((skyColor * (1.0 - _GrabPassAmount) + 179 | _GrabPassAmount * grab.rgb) * col.rgb + col.rgb * (powRim) + 180 | (reflcol.rgb * reflcol.rgb * _CubeAmount) * rim) * lightFinal, 0.0, 1.4); 181 | 182 | return col; 183 | } 184 | ENDCG 185 | } 186 | } 187 | } 188 | -------------------------------------------------------------------------------- /Assets/Chess/Shaders/Pieces.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3722bb624ded8eb40bdc3694dc353ff0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: 6 | - _BufferTex: {fileID: 8400000, guid: bf73458dffc6abe459ea0cd4cfdf7763, type: 2} 7 | - _Cube: {fileID: 8900000, guid: 9c0b1417e8588f945bdb7f679ef9d825, type: 3} 8 | - _BumpMap: {fileID: 2800000, guid: fd15a9b0b800daa459763e8d33ede587, type: 3} 9 | nonModifiableTextures: [] 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Chess/Shaders/TimeFade.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/TimeFade" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Main Texture", 2D) = "white" {} 6 | _FadeTimer ("Fade Timer (seconds)", Float) = 120.0 7 | } 8 | SubShader 9 | { 10 | Tags { "RenderType"="Transparent" "Queue"="Transparent" } 11 | Cull Off 12 | Blend SrcAlpha OneMinusSrcAlpha 13 | LOD 100 14 | 15 | Pass 16 | { 17 | CGPROGRAM 18 | #pragma vertex vert 19 | #pragma fragment frag 20 | 21 | #include "UnityCG.cginc" 22 | #include "Layout.cginc" 23 | 24 | struct appdata 25 | { 26 | float4 vertex : POSITION; 27 | float2 uv : TEXCOORD0; 28 | }; 29 | 30 | struct v2f 31 | { 32 | float2 uv : TEXCOORD0; 33 | float4 vertex : SV_POSITION; 34 | }; 35 | 36 | sampler2D _MainTex; 37 | float4 _MainTex_TexelSize; 38 | float _FadeTimer; 39 | 40 | float cubicPulse( float c, float w, float x ) 41 | { 42 | x = abs(x - c); 43 | if(x > w) return 0.0; 44 | x /= w; 45 | return 1.0 - x*x*(3.0-2.0*x); 46 | } 47 | 48 | v2f vert (appdata v) 49 | { 50 | v2f o; 51 | o.vertex = UnityObjectToClipPos(v.vertex); 52 | o.uv = v.uv; 53 | return o; 54 | } 55 | 56 | fixed4 frag (v2f i) : SV_Target 57 | { 58 | // Blocky fade out effect 59 | fixed2 hashID = floor(i.uv * float2(_MainTex_TexelSize.z / _MainTex_TexelSize.w, 1.0) * 8.0); 60 | fixed timer = _Time.y + hash11((hashID.x + hashID.y * 8.0) * 82712.3384); 61 | fixed alpha = max(step(timer, _FadeTimer), cubicPulse(_FadeTimer, 2.0, timer)); 62 | fixed4 col = tex2D(_MainTex, i.uv); 63 | col.a *= alpha; 64 | col.rgb *= col.a; 65 | return col; 66 | } 67 | ENDCG 68 | } 69 | } 70 | } 71 | 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mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Chess/VRCBot/VRCBot.shader: -------------------------------------------------------------------------------- 1 | Shader "ChessBot/VRCBot" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _BufferTex ("ChessBot Buffer", 2D) = "black" {} 7 | } 8 | SubShader 9 | { 10 | Tags { "RenderType"="Transparent" "Queue"="Transparent" "LightMode"="ForwardBase" } 11 | Cull Off 12 | Blend SrcAlpha OneMinusSrcAlpha 13 | LOD 100 14 | 15 | Pass 16 | { 17 | CGPROGRAM 18 | #pragma vertex vert 19 | #pragma fragment frag 20 | #pragma target 5.0 21 | 22 | #include "UnityCG.cginc" 23 | #include "UnityLightingCommon.cginc" 24 | #include "../Shaders/Layout.cginc" 25 | //#include "../Shaders/Debugging.cginc" 26 | 27 | struct appdata 28 | { 29 | float4 vertex : POSITION; 30 | float3 normal : NORMAL; 31 | float2 uv : TEXCOORD0; 32 | float2 uv2 : TEXCOORD1; 33 | }; 34 | 35 | struct v2f 36 | { 37 | float4 vertex : SV_POSITION; 38 | float2 uv : TEXCOORD0; 39 | float2 uv2 : TEXCOORD1; 40 | float3 worldPos : TEXCOORD2; 41 | float3 worldNormal : TEXCOORD3; 42 | float3 ambient_SH : TEXCOORD4; 43 | }; 44 | 45 | Texture2D _BufferTex; 46 | sampler2D _MainTex; 47 | 48 | #define rot2(a) float2x2(cos(a+float4(0.,33.,11.,0.))) 49 | 50 | // https://www.iquilezles.org/www/articles/functions/functions.htm 51 | inline float cubicPulse( float c, float w, float x ) 52 | { 53 | x = abs(x - c); 54 | if( x>w ) return 0.0; 55 | x /= w; 56 | return 1.0 - x*x*(3.0-2.0*x); 57 | } 58 | 59 | inline float triangleWave (float x, float h) 60 | { 61 | return h - abs(x % (2 * h) - h); 62 | } 63 | 64 | v2f vert (appdata v) 65 | { 66 | v2f o; 67 | 68 | // Vertex IDs are baked into the second UV map 69 | // Animate the ring 70 | float3 timeRing; 71 | timeRing.x = fmod(_Time.y * 1.4, 1.5); 72 | timeRing.y = fmod(_Time.y, 3.0); 73 | timeRing.z = sin(_Time.y * 5.0); 74 | 75 | v.vertex.y -= v.uv2.x > 0.75 ? timeRing.x * 0.5 : 0.0; 76 | v.vertex.xz *= v.uv2.x > 0.75 ? 1.0 - timeRing.x * 0.5 : 1.0; 77 | 78 | float4 vrcBotState = LoadValueFloat(_BufferTex, txVRCBotState); 79 | 80 | // // x-axis 81 | // v.vertex.xy = mul(rot2(_Time.y), v.vertex.xy); 82 | // // y-axis 83 | // v.vertex.xz = mul(rot2(_Time.y), v.vertex.xz); 84 | // // z-axis 85 | // v.vertex.yz = mul(rot2(_Time.y), v.vertex.yz); 86 | 87 | // Response animations first 88 | [flatten] 89 | if (vrcBotState.y == BOT_NO) 90 | { 91 | // Shake 92 | v.vertex.xz = mul(rot2(triangleWave(_Time.w * 2, 1.0) - 0.5), v.vertex.xz); 93 | } 94 | 95 | // State animations last 96 | [flatten] 97 | if (vrcBotState.x == BOT_IDLE) 98 | { 99 | // Blink 100 | float2 pulse; 101 | pulse.x = cubicPulse(.2, .2, fmod(_Time.y, 8.0)); 102 | pulse.y = cubicPulse(.61, .14, fmod(_Time.y, 17.0)); 103 | v.vertex.y -= v.uv2.y > 0.5 ? 0.5 * min(pulse.x + pulse.y, 1.0): 0; 104 | // Hover 105 | v.vertex.y += _SinTime.z * 0.2; 106 | // Sway 107 | v.vertex.z += timeRing.z * 0.4; 108 | v.vertex.yz = mul(rot2(timeRing.z * 0.2), v.vertex.yz); 109 | } 110 | else if (vrcBotState.x == BOT_PLAY) 111 | { 112 | // Angry Eyes 113 | v.vertex.y -= (v.uv2.y > 0.5 && v.uv2.x > 0.5) ? 114 | 0.15 : 0; 115 | // Hover 116 | v.vertex.y += 0.25 + _SinTime.z * 0.2; 117 | // Lean forward 118 | v.vertex.xy = mul(rot2(0.5), v.vertex.xy); 119 | // Sway 120 | v.vertex.xz = mul(rot2(_SinTime.y * 0.2), v.vertex.xz); 121 | } 122 | else if (vrcBotState.x == BOT_WIN) 123 | { 124 | // Happy Eyes 125 | v.vertex.y += v.uv2.y < 0.5 && v.uv2.y > 0.25 ? 0.28 : 0; 126 | // Hop 127 | v.vertex.y += timeRing.z * 0.7; 128 | // Twist 129 | float pulse = timeRing.y > 0.5 ? 1.0 : cubicPulse(.5, .5, timeRing.y); 130 | v.vertex.xz = mul(rot2(pulse * UNITY_PI * 2), v.vertex.xz); 131 | } 132 | else if (vrcBotState.x == BOT_LOSE) 133 | { 134 | // Sad Eyes 135 | v.vertex.y += (v.uv2.x > 0.5 && v.uv2.x < 0.75) ? 136 | 0.1 : 0; 137 | // Hover 138 | v.vertex.y += 0.5 + _SinTime.z * 0.2; 139 | // Lay down 140 | v.vertex.xy = mul(rot2(-UNITY_PI * 0.5), v.vertex.xy); 141 | v.vertex.y -= 0.8; 142 | } 143 | 144 | o.vertex = UnityObjectToClipPos(v.vertex); 145 | o.uv = v.uv; 146 | o.uv2 = v.uv2; 147 | o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; 148 | o.worldNormal = UnityObjectToWorldNormal(v.normal); 149 | o.ambient_SH = ShadeSH9(float4(o.worldNormal, 1.0)); 150 | return o; 151 | } 152 | 153 | fixed4 frag (v2f i) : SV_Target 154 | { 155 | fixed4 col = tex2D(_MainTex, i.uv); 156 | 157 | // Lighting 158 | float3 lightDirection; 159 | float atten; 160 | 161 | // Directional light 162 | if(_WorldSpaceLightPos0.w == 0.0) 163 | { 164 | atten = 1.0; 165 | lightDirection = normalize(_WorldSpaceLightPos0.xyz); 166 | } 167 | else 168 | { 169 | float3 fragmentToLightSource = _WorldSpaceLightPos0.xyz - i.worldPos.xyz; 170 | float dist = length(fragmentToLightSource); 171 | atten = 1.0/dist; 172 | lightDirection = 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assetBundleName: 89 | assetBundleVariant: 90 | -------------------------------------------------------------------------------- /Assets/ShaderDebugging.cs: -------------------------------------------------------------------------------- 1 |  2 | /// https://github.com/przemyslawzaworski/Unity3D-CG-programming/blob/master/ShaderDebugging.cs 3 | 4 | using UnityEngine; 5 | 6 | public class ShaderDebugging : MonoBehaviour 7 | { 8 | public GameObject target; 9 | 10 | private Material material; 11 | private ComputeBuffer buffer; 12 | private Vector4[] element; 13 | private string label; 14 | private Renderer render; 15 | 16 | void Load () 17 | { 18 | buffer = new ComputeBuffer(1, 16, ComputeBufferType.Default); 19 | element = new Vector4[1]; 20 | label = string.Empty; 21 | render = target.GetComponent(); 22 | material = render.material; 23 | } 24 | 25 | void Start () 26 | { 27 | Load(); 28 | } 29 | 30 | void Update () 31 | { 32 | Graphics.ClearRandomWriteTargets(); 33 | material.SetPass(0); 34 | material.SetBuffer("buffer", buffer); 35 | Graphics.SetRandomWriteTarget(1, buffer, false); 36 | buffer.GetData(element); 37 | label = (element!=null && render.isVisible) ? element[0].ToString("F3") : string.Empty; 38 | } 39 | 40 | void OnGUI() 41 | { 42 | GUIStyle style = new GUIStyle(); 43 | style.fontSize = 32; 44 | GUI.Label(new Rect(50, 50, 400, 100), label, style); 45 | } 46 | 47 | void OnDestroy() 48 | { 49 | buffer.Dispose(); 50 | } 51 | } -------------------------------------------------------------------------------- /Assets/ShaderDebugging.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 203432cde600106479a4ffecf5507c45 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Images/Chessboard.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SCRN-VRC/Chess-Shader-With-Artificial-Intelligence/41434670092377fb3e59462c6510df9a424fab4f/Images/Chessboard.png -------------------------------------------------------------------------------- /Images/Eval.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SCRN-VRC/Chess-Shader-With-Artificial-Intelligence/41434670092377fb3e59462c6510df9a424fab4f/Images/Eval.png -------------------------------------------------------------------------------- /Images/MoveGen.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SCRN-VRC/Chess-Shader-With-Artificial-Intelligence/41434670092377fb3e59462c6510df9a424fab4f/Images/MoveGen.png -------------------------------------------------------------------------------- /Images/Preview.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SCRN-VRC/Chess-Shader-With-Artificial-Intelligence/41434670092377fb3e59462c6510df9a424fab4f/Images/Preview.png -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2020 SCRN-VRC 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ads": "2.0.8", 4 | "com.unity.analytics": "3.2.3", 5 | "com.unity.collab-proxy": "1.2.15", 6 | "com.unity.package-manager-ui": "2.0.8", 7 | "com.unity.purchasing": "2.0.3", 8 | "com.unity.textmeshpro": "1.4.1", 9 | "com.unity.xr.oculus.standalone": "1.38.4", 10 | "com.unity.xr.openvr.standalone": "1.0.5", 11 | "com.unity.modules.ai": "1.0.0", 12 | "com.unity.modules.animation": "1.0.0", 13 | "com.unity.modules.assetbundle": "1.0.0", 14 | "com.unity.modules.audio": "1.0.0", 15 | 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12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Chess Shader with AI 2 | 3 | A simple AI implemented using the classic minimax algorithm except it's on a GPU. 4 | 5 | ## Problems 6 | * No en croissant (too lazy to implement) 7 | * Castling during a check (too lazy to check) 8 | * Pawn promotions only works on pieces that are already captured (i.e. If the pawn reaches the end, your queens alive but the rooks dead, the pawn becomes a rook.) This is because there's no room left to store extra information based on how I implemented stuff 9 | * Depth of 2, this AI's big dumb in the late game 10 | * ~~Bad board evaluation function, I just copied some numbers off a site~~ (I fixed a big bug so it should work ok now) 11 | * Lots of wasted space, no dynamic memory allocation in shadurs 12 | 13 | ## Setup for VRChat 14 | #### Prerequisites 15 | * [VRC SDK 2](https://vrchat.com/home/download) setup in a Unity project 16 | * [VRChat layers must be setup already](https://docs.vrchat.com/docs/creating-your-first-world#step-4---setting-up-the-scene) 17 | ### Avatars 18 | 1. Import the ChessAi.unitypackage 19 | 2. Put PrefabAvatarChessAI.prefab on your avatar 20 | 3. Done. (Soft of) 21 | 4. I suggest using FinalIK or Rigidbodies to plant the chess board in world space, and the [Inventory System](https://github.com/Xiexe/VRCInventorySystem) to enable/disable the game object 22 | 23 | ### Worlds 24 | 1. Import the ChessAi.unitypackage 25 | 2. Put PrefabWorldChessAI.prefab in the world 26 | 3. Done. 27 | 4. The difference between the avatar version and this is this one uses an object synced sphere 28 | 29 | ## Q & A 30 | 1. What's the difference between the "New Game" and "Reset" buttons? 31 | The randomness helps the AI to pick moves that cost the same. "New Game" generates a new random seed so the AI doesn't pick the same sequence. "Reset" sets the randomness back to its initial state. 32 | 33 | ## How It Works 34 | ### Chessboard 35 | 36 | 37 | * The bottom two pixels contain a bit packed representation of an chessboard as how we would see it. 38 | * The top two pixels contain the (y, x) positions of every single piece. 39 | * The bottom two pixels are only good for moving and capturing pieces, it's fast to check where the piece can go. The top two pixels are good for the AI because it needs to generate an entire tree of moves. If the AI wants to know where the Queen is, it saves time looping through the entire board searching for it. 40 | 41 | ### Min-max tree 42 | 43 | 44 | * The min-max tree is generated through six steps, each with a waiting period of 15ms in between to help reduce GPU stress. 45 | * The first 151 boards are generated from the current board position, there's a total of 151 moves that can be done per turn. 46 | * From those 151 boards, the AI generates another 151 for every single one. 47 | * At the end of the cycle, the path that benefits the computer according to the evaluation function is picked. 48 | 49 | ### Board evaluation 50 | 51 | 52 | * For the evaluation function I copied from https://www.chessprogramming.org/Simplified_Evaluation_Function with minor modifications 53 | * Each piece has a different table influencing where to go and a piece value determining its importance. The king has two tables, early game and late game tables to determine how it moves 54 | * The entire board score is (White position score + white piece score) - (Black position score + black piece score) 55 | 56 | #### Thanks to [Merlin](https://github.com/MerlinVR) and d4rkpl4y3r for fixing my bit packing stuff. 57 | If you have any question contact me at [@SCRNinVR](https://twitter.com/SCRNinVR) or on Discord, SCRN#8008 58 | --------------------------------------------------------------------------------