├── 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 /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/ValveSoftware/the_lab_renderer/ae64c48a8ccbe5406aba1e39b160d4f2f7156c2c/Assets/Documentation/TheLabRenderer.docx -------------------------------------------------------------------------------- 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name: _OcclusionMap 62 | second: 63 | m_Texture: {fileID: 0} 64 | m_Scale: {x: 1, y: 1} 65 | m_Offset: {x: 0, y: 0} 66 | - first: 67 | name: _ParallaxMap 68 | second: 69 | m_Texture: {fileID: 0} 70 | m_Scale: {x: 1, y: 1} 71 | m_Offset: {x: 0, y: 0} 72 | m_Floats: 73 | - first: 74 | name: _BumpScale 75 | second: 1 76 | - first: 77 | name: _Cutoff 78 | second: 0.5 79 | - first: 80 | name: _DetailNormalMapScale 81 | second: 1 82 | - first: 83 | name: _DstBlend 84 | second: 0 85 | - first: 86 | name: _GlossMapScale 87 | second: 1 88 | - first: 89 | name: _Glossiness 90 | second: 0.5 91 | - first: 92 | name: _GlossyReflections 93 | second: 1 94 | - first: 95 | name: _Metallic 96 | second: 0 97 | - first: 98 | name: _Mode 99 | second: 0 100 | - first: 101 | name: _OcclusionStrength 102 | second: 1 103 | - first: 104 | name: _Parallax 105 | second: 0.02 106 | - first: 107 | name: _SmoothnessTextureChannel 108 | second: 0 109 | - first: 110 | name: _SpecularHighlights 111 | second: 1 112 | - first: 113 | name: _SrcBlend 114 | second: 1 115 | - first: 116 | name: _UVSec 117 | second: 0 118 | - first: 119 | name: _ZWrite 120 | second: 1 121 | m_Colors: 122 | - first: 123 | name: _Color 124 | second: {r: 1, g: 1, b: 1, a: 1} 125 | - first: 126 | name: _EmissionColor 127 | second: {r: 0, g: 0, b: 0, a: 1} 128 | -------------------------------------------------------------------------------- /Assets/TheLabRenderer/Resources/adaptive_quality_debug.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d2b0bec79df27c146baf0398f391ace8 3 | timeCreated: 1456838046 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /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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