├── .gitignore ├── Assets ├── Volume.meta └── Volume │ ├── Addons.meta │ ├── Addons │ ├── FirstPersonDrifter.cs │ ├── FirstPersonDrifter.cs.meta │ ├── MouseLook.cs │ └── MouseLook.cs.meta │ ├── Prefabs.meta │ ├── Prefabs │ ├── Volume Image 1.prefab │ └── Volume Image 1.prefab.meta │ ├── Sample.meta │ ├── Sample │ ├── .DS_Store │ ├── 20180320-192948_topbottom.png │ └── 20180320-192948_topbottom.png.meta │ ├── Scenes.meta │ ├── Scenes │ ├── Volume Example Scene.unity │ └── Volume Example Scene.unity.meta │ ├── Scripts.meta │ ├── Scripts │ ├── VolumeGeometry.cs │ └── VolumeGeometry.cs.meta │ ├── Shaders.meta │ └── Shaders │ ├── Volume.shader │ └── Volume.shader.meta ├── Docs ├── plugin.png ├── scene.gif └── unity.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 └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | .DS_Store 9 | 10 | # Visual Studio 2015 cache directory 11 | /.vs/ 12 | 13 | # Autogenerated VS/MD/Consulo solution and project files 14 | ExportedObj/ 15 | .consulo/ 16 | *.csproj 17 | *.unityproj 18 | *.sln 19 | *.suo 20 | *.tmp 21 | *.user 22 | *.userprefs 23 | *.pidb 24 | *.booproj 25 | *.svd 26 | *.pdb 27 | 28 | # Unity3D generated meta files 29 | *.pidb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /Assets/Volume.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 90475dc76f5c544cd8d0c9566791c6ec 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Volume/Addons.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 22b155c24b27447aabcc0df8608aa59a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Volume/Addons/FirstPersonDrifter.cs: -------------------------------------------------------------------------------- 1 | // original by Eric Haines (Eric5h5) 2 | // adapted by @torahhorse 3 | // http://wiki.unity3d.com/index.php/FPSWalkerEnhanced 4 | 5 | using UnityEngine; 6 | using System.Collections; 7 | 8 | [RequireComponent (typeof (CharacterController))] 9 | public class FirstPersonDrifter: MonoBehaviour 10 | { 11 | public float walkSpeed = 6.0f; 12 | public float runSpeed = 10.0f; 13 | 14 | // If true, diagonal speed (when strafing + moving forward or back) can't exceed normal move speed; otherwise it's about 1.4 times faster 15 | private bool limitDiagonalSpeed = true; 16 | 17 | public bool enableRunning = false; 18 | 19 | public float jumpSpeed = 4.0f; 20 | public float gravity = 10.0f; 21 | 22 | // Units that player can fall before a falling damage function is run. To disable, type "infinity" in the inspector 23 | private float fallingDamageThreshold = 10.0f; 24 | 25 | // If the player ends up on a slope which is at least the Slope Limit as set on the character controller, then he will slide down 26 | public bool slideWhenOverSlopeLimit = false; 27 | 28 | // If checked and the player is on an object tagged "Slide", he will slide down it regardless of the slope limit 29 | public bool slideOnTaggedObjects = false; 30 | 31 | public float slideSpeed = 5.0f; 32 | 33 | // If checked, then the player can change direction while in the air 34 | public bool airControl = true; 35 | 36 | // Small amounts of this results in bumping when walking down slopes, but large amounts results in falling too fast 37 | public float antiBumpFactor = .75f; 38 | 39 | // Player must be grounded for at least this many physics frames before being able to jump again; set to 0 to allow bunny hopping 40 | public int antiBunnyHopFactor = 1; 41 | 42 | private Vector3 moveDirection = Vector3.zero; 43 | private bool grounded = false; 44 | private CharacterController controller; 45 | private Transform myTransform; 46 | private float speed; 47 | private RaycastHit hit; 48 | private float fallStartLevel; 49 | private bool falling; 50 | private float slideLimit; 51 | private float rayDistance; 52 | private Vector3 contactPoint; 53 | private bool playerControl = false; 54 | private int jumpTimer; 55 | 56 | void Start() 57 | { 58 | controller = GetComponent(); 59 | myTransform = transform; 60 | speed = walkSpeed; 61 | rayDistance = controller.height * .5f + controller.radius; 62 | slideLimit = controller.slopeLimit - .1f; 63 | jumpTimer = antiBunnyHopFactor; 64 | } 65 | 66 | void FixedUpdate() { 67 | float inputX = Input.GetAxis("Horizontal"); 68 | float inputY = Input.GetAxis("Vertical"); 69 | // If both horizontal and vertical are used simultaneously, limit speed (if allowed), so the total doesn't exceed normal move speed 70 | float inputModifyFactor = (inputX != 0.0f && inputY != 0.0f && limitDiagonalSpeed)? .7071f : 1.0f; 71 | 72 | if (grounded) { 73 | bool sliding = false; 74 | // See if surface immediately below should be slid down. We use this normally rather than a ControllerColliderHit point, 75 | // because that interferes with step climbing amongst other annoyances 76 | if (Physics.Raycast(myTransform.position, -Vector3.up, out hit, rayDistance)) { 77 | if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit) 78 | sliding = true; 79 | } 80 | // However, just raycasting straight down from the center can fail when on steep slopes 81 | // So if the above raycast didn't catch anything, raycast down from the stored ControllerColliderHit point instead 82 | else { 83 | Physics.Raycast(contactPoint + Vector3.up, -Vector3.up, out hit); 84 | if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit) 85 | sliding = true; 86 | } 87 | 88 | // If we were falling, and we fell a vertical distance greater than the threshold, run a falling damage routine 89 | if (falling) { 90 | falling = false; 91 | if (myTransform.position.y < fallStartLevel - fallingDamageThreshold) 92 | FallingDamageAlert (fallStartLevel - myTransform.position.y); 93 | } 94 | 95 | if( enableRunning ) 96 | { 97 | speed = Input.GetButton("Run")? runSpeed : walkSpeed; 98 | } 99 | 100 | // If sliding (and it's allowed), or if we're on an object tagged "Slide", get a vector pointing down the slope we're on 101 | if ( (sliding && slideWhenOverSlopeLimit) || (slideOnTaggedObjects && hit.collider.tag == "Slide") ) { 102 | Vector3 hitNormal = hit.normal; 103 | moveDirection = new Vector3(hitNormal.x, -hitNormal.y, hitNormal.z); 104 | Vector3.OrthoNormalize (ref hitNormal, ref moveDirection); 105 | moveDirection *= slideSpeed; 106 | playerControl = false; 107 | } 108 | // Otherwise recalculate moveDirection directly from axes, adding a bit of -y to avoid bumping down inclines 109 | else { 110 | moveDirection = new Vector3(inputX * inputModifyFactor, -antiBumpFactor, inputY * inputModifyFactor); 111 | moveDirection = myTransform.TransformDirection(moveDirection) * speed; 112 | playerControl = true; 113 | } 114 | 115 | // Jump! But only if the jump button has been released and player has been grounded for a given number of frames 116 | if (!Input.GetButton("Jump")) 117 | jumpTimer++; 118 | else if (jumpTimer >= antiBunnyHopFactor) { 119 | moveDirection.y = jumpSpeed; 120 | jumpTimer = 0; 121 | } 122 | } 123 | else { 124 | // If we stepped over a cliff or something, set the height at which we started falling 125 | if (!falling) { 126 | falling = true; 127 | fallStartLevel = myTransform.position.y; 128 | } 129 | 130 | // If air control is allowed, check movement but don't touch the y component 131 | if (airControl && playerControl) { 132 | moveDirection.x = inputX * speed * inputModifyFactor; 133 | moveDirection.z = inputY * speed * inputModifyFactor; 134 | moveDirection = myTransform.TransformDirection(moveDirection); 135 | } 136 | } 137 | 138 | // Apply gravity 139 | moveDirection.y -= gravity * Time.deltaTime; 140 | 141 | // Move the controller, and set grounded true or false depending on whether we're standing on something 142 | grounded = (controller.Move(moveDirection * Time.deltaTime) & CollisionFlags.Below) != 0; 143 | } 144 | 145 | // Store point that we're in contact with for use in FixedUpdate if needed 146 | void OnControllerColliderHit (ControllerColliderHit hit) { 147 | contactPoint = hit.point; 148 | } 149 | 150 | // If falling damage occured, this is the place to do something about it. You can make the player 151 | // have hitpoints and remove some of them based on the distance fallen, add sound effects, etc. 152 | void FallingDamageAlert (float fallDistance) 153 | { 154 | //print ("Ouch! Fell " + fallDistance + " units!"); 155 | } 156 | } -------------------------------------------------------------------------------- /Assets/Volume/Addons/FirstPersonDrifter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c9ee6ff55b4ff41769a43e63bbd8c2ae 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Volume/Addons/MouseLook.cs: -------------------------------------------------------------------------------- 1 | // original by asteins 2 | // adapted by @torahhorse 3 | // http://wiki.unity3d.com/index.php/SmoothMouseLook 4 | 5 | // Instructions: 6 | // There should be one MouseLook script on the Player itself, and another on the camera 7 | // player's MouseLook should use MouseX, camera's MouseLook should use MouseY 8 | 9 | using UnityEngine; 10 | using System.Collections; 11 | using System.Collections.Generic; 12 | 13 | public class MouseLook : MonoBehaviour 14 | { 15 | 16 | public enum RotationAxes { MouseX = 1, MouseY = 2 } 17 | public RotationAxes axes = RotationAxes.MouseX; 18 | public bool invertY = false; 19 | 20 | public float sensitivityX = 10F; 21 | public float sensitivityY = 9F; 22 | 23 | public float minimumX = -360F; 24 | public float maximumX = 360F; 25 | 26 | public float minimumY = -85F; 27 | public float maximumY = 85F; 28 | 29 | float rotationX = 0F; 30 | float rotationY = 0F; 31 | 32 | private List rotArrayX = new List(); 33 | float rotAverageX = 0F; 34 | 35 | private List rotArrayY = new List(); 36 | float rotAverageY = 0F; 37 | 38 | public float framesOfSmoothing = 5; 39 | 40 | Quaternion originalRotation; 41 | 42 | void Start () 43 | { 44 | if (GetComponent()) 45 | { 46 | GetComponent().freezeRotation = true; 47 | } 48 | 49 | originalRotation = transform.localRotation; 50 | } 51 | 52 | void Update () 53 | { 54 | if (axes == RotationAxes.MouseX) 55 | { 56 | rotAverageX = 0f; 57 | 58 | rotationX += Input.GetAxis("Mouse X") * sensitivityX * Time.timeScale; 59 | 60 | rotArrayX.Add(rotationX); 61 | 62 | if (rotArrayX.Count >= framesOfSmoothing) 63 | { 64 | rotArrayX.RemoveAt(0); 65 | } 66 | for(int i = 0; i < rotArrayX.Count; i++) 67 | { 68 | rotAverageX += rotArrayX[i]; 69 | } 70 | rotAverageX /= rotArrayX.Count; 71 | rotAverageX = ClampAngle(rotAverageX, minimumX, maximumX); 72 | 73 | Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up); 74 | transform.localRotation = originalRotation * xQuaternion; 75 | } 76 | else 77 | { 78 | rotAverageY = 0f; 79 | 80 | float invertFlag = 1f; 81 | if( invertY ) 82 | { 83 | invertFlag = -1f; 84 | } 85 | rotationY += Input.GetAxis("Mouse Y") * sensitivityY * invertFlag * Time.timeScale; 86 | 87 | rotationY = Mathf.Clamp(rotationY, minimumY, maximumY); 88 | 89 | 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guid: e46506f49714e4eb1bb768b241f1f15c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Volume/Scripts/VolumeGeometry.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] 4 | [ExecuteInEditMode] 5 | public class VolumeGeometry : MonoBehaviour { 6 | 7 | //Top bottom texture slot 8 | public Texture VolumeTexture; 9 | 10 | //Reference to the Volume shader 11 | public Shader VolumeShader; 12 | 13 | //Mesh density dropdown menu 14 | public enum Density { 15 | Medium, Low 16 | } 17 | public Density _meshDensity = Density.Medium; 18 | 19 | //Drawing style 20 | public enum DrawingStyle{ 21 | Points 22 | } 23 | public DrawingStyle _drawingStyle = DrawingStyle.Points; 24 | 25 | //Private mesh width, height variables 26 | private int xSize, ySize; 27 | 28 | 29 | private void Awake () { 30 | Generate(); 31 | createMaterial(); 32 | } 33 | 34 | private void calculateDensity () { 35 | switch(_meshDensity){ 36 | case Density.Medium: 37 | xSize = 256; 38 | ySize = 256; 39 | break; 40 | case Density.Low: 41 | xSize = 128; 42 | ySize = 128; 43 | break; 44 | default: 45 | xSize = 256; 46 | ySize = 256; 47 | break; 48 | } 49 | } 50 | 51 | private void Generate () { 52 | 53 | Mesh mesh; 54 | Vector3[] vertices; 55 | 56 | calculateDensity(); 57 | 58 | mesh = GetComponent().mesh = new Mesh(); 59 | //mesh = 60 | mesh.bounds = new Bounds(Vector3.zero, 10000f * Vector3.one); 61 | mesh.name = "Volume Grid"; 62 | 63 | vertices = new Vector3[(xSize + 1) * (ySize + 1)]; 64 | Vector2[] uv = new Vector2[vertices.Length]; 65 | Vector4[] tangents = new Vector4[vertices.Length]; 66 | Vector4 tangent = new Vector4(1f, 0f, 0f, -1f); 67 | for (int i = 0, y = 0; y <= ySize; y++) { 68 | for (int x = 0; x <= xSize; x++, i++) { 69 | vertices[i] = new Vector3(x, y); 70 | uv[i] = new Vector2((float)x / xSize, (float)y / ySize); 71 | tangents[i] = tangent; 72 | } 73 | } 74 | mesh.vertices = vertices; 75 | mesh.uv = uv; 76 | mesh.tangents = tangents; 77 | 78 | int[] triangles = new int[xSize * ySize * 6]; 79 | for (int ti = 0, vi = 0, y = 0; y < ySize; y++, vi++) { 80 | for (int x = 0; x < xSize; x++, ti += 6, vi++) { 81 | triangles[ti] = vi; 82 | triangles[ti + 3] = triangles[ti + 2] = vi + 1; 83 | triangles[ti + 4] = triangles[ti + 1] = vi + xSize + 1; 84 | triangles[ti + 5] = vi + xSize + 2; 85 | } 86 | } 87 | mesh.triangles = triangles; 88 | mesh.RecalculateNormals(); 89 | 90 | //Set the drawing mesh topolgy 91 | mesh.SetIndices(mesh.triangles, MeshTopology.Points, 0); 92 | 93 | } 94 | 95 | private void createMaterial(){ 96 | 97 | Renderer rend = GetComponent(); 98 | rend.sharedMaterial = new Material(VolumeShader); 99 | rend.sharedMaterial.mainTexture = VolumeTexture; 100 | rend.sharedMaterial.SetFloat("_Displacement", 220.0f); 101 | 102 | } 103 | } -------------------------------------------------------------------------------- /Assets/Volume/Scripts/VolumeGeometry.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 589fc3064d261406a97550f5fc2d62f2 3 | timeCreated: 1432898976 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/Volume/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d2d8dbb0171ed4844846f972fec3bd69 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Volume/Shaders/Volume.shader: -------------------------------------------------------------------------------- 1 | Shader "Volume/Volume Unlit" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Displacement("Displacement", Range(0.0, 500.0)) = 5.0 7 | } 8 | SubShader 9 | { 10 | Tags { "RenderType"="Opaque" } 11 | LOD 600 12 | Cull Off 13 | 14 | Pass 15 | { 16 | CGPROGRAM 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | #pragma multi_compile_fog 20 | 21 | #include "UnityCG.cginc" 22 | 23 | struct appdata 24 | { 25 | float4 vertex : POSITION; 26 | float2 uv : TEXCOORD0; 27 | }; 28 | 29 | struct v2f 30 | { 31 | float2 uv : TEXCOORD0; 32 | UNITY_FOG_COORDS(1) 33 | float4 vertex : SV_POSITION; 34 | }; 35 | 36 | //Uniforms 37 | sampler2D _MainTex; 38 | float4 _MainTex_ST; 39 | float _Displacement; 40 | 41 | //Vertex shader 42 | v2f vert (appdata v) 43 | { 44 | //Split the UV so we only use the lower half 45 | fixed4 depthUV = fixed4(v.uv.x, v.uv.y, 0, 0); 46 | depthUV.y *= 0.5; 47 | 48 | //Sample the depth map 49 | fixed4 depthSample = tex2Dlod(_MainTex, depthUV); 50 | v.vertex.z -= (-depthSample.r * _Displacement); 51 | //Pack all the data for the fragment shader 52 | v2f o; 53 | o.vertex = UnityObjectToClipPos(v.vertex); 54 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 55 | UNITY_TRANSFER_FOG(o,o.vertex); 56 | return o; 57 | } 58 | 59 | //Fragment shader 60 | fixed4 frag (v2f i) : SV_Target 61 | { 62 | //Split the UV's so we read the upper half 63 | fixed2 colorUV = i.uv; 64 | colorUV.y *= 0.5; 65 | colorUV.y += 0.5; 66 | 67 | // sample the texture 68 | fixed4 col = tex2D(_MainTex, colorUV); 69 | // apply fog 70 | UNITY_APPLY_FOG(i.fogCoord, col); 71 | return col; 72 | } 73 | 74 | ENDCG 75 | } 76 | } 77 | } 78 | -------------------------------------------------------------------------------- /Assets/Volume/Shaders/Volume.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e3dd265d9d46448429f542a689e120a5 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Docs/plugin.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Volume-GL/Volume-Unity-Plugin/467942c0407335cbcde48c3ab456d709ff4f5971/Docs/plugin.png -------------------------------------------------------------------------------- /Docs/scene.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Volume-GL/Volume-Unity-Plugin/467942c0407335cbcde48c3ab456d709ff4f5971/Docs/scene.gif -------------------------------------------------------------------------------- /Docs/unity.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Volume-GL/Volume-Unity-Plugin/467942c0407335cbcde48c3ab456d709ff4f5971/Docs/unity.png -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Or Fleisher 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 | } 4 | } 5 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 1024 12 | m_VirtualVoiceCount: 512 13 | 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| -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Volume Unity Plugin 2 | 3 | 1. [Usage](#usage) 4 | 1. [Releases](https://github.com/Volume-GL/Volume-Unity-Plugin/releases) 5 | 1. [Support](#support) 6 | 1. [License](#license) 7 | 8 | ![Unity scene](https://github.com/Volume-GL/Volume-Unity-Plugin/blob/master/Docs/scene.gif) 9 | 10 | A Unity3D plugin for rendering [Volume](https://volume.gl) assets. [Volume](https://volume.gl) is a machine learning driven tool, for reconstructing 2D images and videos in 3D space. For early acsses to the beta email us at [this email](#support) 11 | 12 | ## Usage 13 | 14 | Use [this link](https://github.com/Volume-GL/Volume-Unity-Plugin/releases) to download the latest release of the plugin as a ```.unitypackage``` 15 | 16 | Once unpacked you will have a folder structure organized in the following order: 17 | - Volume 18 | - Addons 19 | - Perfabs 20 | - Scenes 21 | - Materials 22 | - Shaders 23 | - Sample 24 | 25 | Use the example scene found in ```Scenes/``` or just add the ```Volume Image``` prefab to your pre-existing scene. 26 | 27 | To load assets exported from the Make interface, import them to Unity and change the ```Volume Texture``` field in the ```Volume Image``` GameObject to reflect your image. 28 | 29 | ![Plugin texture change](https://github.com/Volume-GL/Volume-Unity-Plugin/blob/master/Docs/plugin.png) 30 | 31 | ### Example content 32 | We provide a sample scene with a sample Volume asset and mouse/keyboard controls under ```Scenes/Volume Example``` 33 | 34 | ![Unity screenshot](https://github.com/Volume-GL/Volume-Unity-Plugin/blob/master/Docs/unity.png) 35 | 36 | ## Support 37 | For further support reach out to us at [hello@volume.gl](hello@volume.gl) 👋 38 | 39 | ## License 40 | [Here](https://github.com/Volume-GL/Volume-Unity-Plugin/blob/master/LICENSE) 41 | --------------------------------------------------------------------------------