├── Dataset Demo
├── DATASET.png
└── Dataset sample
│ ├── guest room_Perspective.exr
│ ├── guest room_Perspective_VRaySamplerInfo.exr
│ ├── guest room_Perspective_normal.exr
│ ├── hall ganesh 3_Perspective.exr
│ ├── hall ganesh 3_Perspective_Normal.exr
│ ├── hall ganesh 3_Perspective_Position.exr
│ ├── scene_00_Perspective.exr
│ ├── scene_00_Perspective_VRaySamplerInfo.exr
│ ├── scene_00_Perspective_normal.exr
│ ├── scene_22_Perspective.exr
│ ├── scene_22_Perspective_VRaySamplerInfo.exr
│ ├── scene_22_Perspective_normal.exr
│ ├── sponza_Orthographic.exr
│ ├── sponza_Orthographic_VRaySamplerInfo.exr
│ └── sponza_Orthographic_normal.exr
├── DeepLearning
└── Ao_pt
│ ├── .idea
│ ├── Ao_pt.iml
│ ├── inspectionProfiles
│ │ └── Project_Default.xml
│ ├── misc.xml
│ ├── modules.xml
│ └── workspace.xml
│ ├── Checkpoints
│ └── 12-20-Unet-4
│ │ └── net_params_12_2019-12-22_16-30.pkl
│ ├── Models
│ ├── NANO.py
│ ├── __init__.py
│ ├── __pycache__
│ │ ├── NANO.cpython-36.pyc
│ │ ├── NANO.cpython-37.pyc
│ │ ├── __init__.cpython-36.pyc
│ │ ├── __init__.cpython-37.pyc
│ │ ├── lstmConv.cpython-36.pyc
│ │ └── lstmConv.cpython-37.pyc
│ └── lstmConv.py
│ ├── Myloss
│ ├── __init__.py
│ ├── __pycache__
│ │ ├── __init__.cpython-36.pyc
│ │ ├── __init__.cpython-37.pyc
│ │ ├── ssim_loss.cpython-36.pyc
│ │ └── ssim_loss.cpython-37.pyc
│ ├── compute_ssim.py
│ └── ssim_loss.py
│ ├── Others
│ ├── __init__.py
│ ├── bar_img.py
│ ├── blend_ao.py
│ ├── compare_depth.py
│ ├── compare_filters.py
│ ├── compute_normal.py
│ ├── demo.py
│ ├── depth2pcd.py
│ ├── file_rename.py
│ ├── generate_file_list.py
│ ├── mlp_train.py
│ ├── model2json.py
│ ├── model2json_v1.py
│ ├── pie_img.py
│ ├── process.py
│ ├── process_depth_and_normal.py
│ ├── readxaf.py
│ ├── remove_dirty_data.py
│ ├── save_weight.py
│ ├── show_img.py
│ ├── test_ssim_loss.py
│ └── ts_train.py
│ ├── __init__.py
│ ├── __pycache__
│ ├── config.cpython-36.pyc
│ ├── config.cpython-37.pyc
│ ├── dataloaders.cpython-36.pyc
│ ├── dataloaders.cpython-37.pyc
│ ├── generate_train_file_lst.cpython-36.pyc
│ └── generate_train_file_lst.cpython-37.pyc
│ ├── config.py
│ ├── conpare.py
│ ├── dataloaders.py
│ ├── deepshading_train.py
│ ├── demo.py
│ ├── ds_eval.py
│ ├── ds_train.py
│ ├── generate_train_file_lst.py
│ ├── lstm_train.py
│ ├── model2json_v2.py
│ ├── rm_lst.txt
│ ├── show_depth.py
│ ├── test_lst.txt
│ ├── train_lst.txt
│ ├── train_mnist.py
│ ├── transform_scene.py
│ └── unet
│ ├── RRDnet.py
│ ├── Resnet18.py
│ ├── __init__.py
│ ├── __pycache__
│ ├── RRDnet.cpython-36.pyc
│ ├── RRDnet.cpython-37.pyc
│ ├── __init__.cpython-36.pyc
│ ├── __init__.cpython-37.pyc
│ ├── deepshading.cpython-36.pyc
│ ├── deepshading.cpython-37.pyc
│ ├── unet_model.cpython-36.pyc
│ ├── unet_model.cpython-37.pyc
│ ├── unet_multi_scale_model.cpython-37.pyc
│ ├── unet_parts.cpython-36.pyc
│ ├── unet_parts.cpython-37.pyc
│ ├── unet_parts_ts.cpython-36.pyc
│ ├── unet_parts_ts.cpython-37.pyc
│ ├── unet_ts.cpython-36.pyc
│ └── unet_ts.cpython-37.pyc
│ ├── deepshading.py
│ ├── unet_model.py
│ ├── unet_multi_scale_model.py
│ ├── unet_parts.py
│ ├── unet_parts_ts.py
│ └── unet_ts.py
├── README.md
├── Unity
└── test
│ ├── .vs
│ ├── test_01
│ │ └── v15
│ │ │ ├── .suo
│ │ │ ├── Browse.VC.db
│ │ │ ├── Browse.VC.opendb
│ │ │ └── Server
│ │ │ └── sqlite3
│ │ │ ├── storage.ide
│ │ │ ├── storage.ide-shm
│ │ │ └── storage.ide-wal
│ ├── test_02
│ │ └── v15
│ │ │ ├── .suo
│ │ │ ├── Browse.VC.db
│ │ │ └── Server
│ │ │ └── sqlite3
│ │ │ ├── db.lock
│ │ │ ├── storage.ide
│ │ │ ├── storage.ide-shm
│ │ │ └── storage.ide-wal
│ ├── test_03 - 副本
│ │ └── v15
│ │ │ ├── .suo
│ │ │ ├── Browse.VC.db
│ │ │ └── Server
│ │ │ └── sqlite3
│ │ │ ├── db.lock
│ │ │ ├── storage.ide
│ │ │ ├── storage.ide-shm
│ │ │ └── storage.ide-wal
│ └── test_03
│ │ ├── v14
│ │ └── .suo
│ │ └── v15
│ │ ├── .suo
│ │ ├── Browse.VC.db
│ │ ├── Browse.VC.opendb
│ │ └── Server
│ │ └── sqlite3
│ │ ├── storage.ide
│ │ ├── storage.ide-shm
│ │ └── storage.ide-wal
│ ├── Assembly-CSharp-Editor.csproj
│ ├── Assembly-CSharp.csproj
│ ├── Assets
│ ├── Editor.meta
│ ├── Editor
│ │ ├── EditorObjExporter.cs
│ │ ├── EditorObjExporter.cs.meta
│ │ ├── ExportTerrain.cs
│ │ └── ExportTerrain.cs.meta
│ ├── GTAO.meta
│ ├── GTAO
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── GraphicsUtility.cs
│ │ │ ├── GraphicsUtility.cs.meta
│ │ │ ├── GroundTruthAmbientOcclusion.cs
│ │ │ ├── GroundTruthAmbientOcclusion.cs.meta
│ │ │ ├── ShaderIDs.cs
│ │ │ └── ShaderIDs.cs.meta
│ │ ├── Shaders.meta
│ │ └── Shaders
│ │ │ ├── GTAO.shader
│ │ │ ├── GTAO.shader.meta
│ │ │ ├── GTAO_Common.cginc
│ │ │ ├── GTAO_Common.cginc.meta
│ │ │ ├── GTAO_Pass.cginc
│ │ │ ├── GTAO_Pass.cginc.meta
│ │ │ ├── Shader_Include.meta
│ │ │ └── Shader_Include
│ │ │ ├── AreaLight.hlsl
│ │ │ ├── AreaLight.hlsl.meta
│ │ │ ├── BSDF_Library.hlsl
│ │ │ ├── BSDF_Library.hlsl.meta
│ │ │ ├── Common.hlsl
│ │ │ ├── Common.hlsl.meta
│ │ │ ├── Filtter_Library.hlsl
│ │ │ ├── Filtter_Library.hlsl.meta
│ │ │ ├── ImageBasedLighting.hlsl
│ │ │ ├── ImageBasedLighting.hlsl.meta
│ │ │ ├── Include_HLSL.hlsl
│ │ │ ├── Include_HLSL.hlsl.meta
│ │ │ ├── Montcalo_Library.hlsl
│ │ │ ├── Montcalo_Library.hlsl.meta
│ │ │ ├── Noise_Library.hlsl
│ │ │ ├── Noise_Library.hlsl.meta
│ │ │ ├── ShadingModel.hlsl
│ │ │ └── ShadingModel.hlsl.meta
│ ├── Horizon Based Ambient Occlusion.meta
│ ├── Horizon Based Ambient Occlusion
│ │ ├── Demo.meta
│ │ ├── Demo
│ │ │ ├── Demo.unity
│ │ │ ├── Demo.unity.meta
│ │ │ ├── Models.meta
│ │ │ ├── Models
│ │ │ │ ├── Dragons Candle.fbx
│ │ │ │ ├── Dragons Candle.fbx.meta
│ │ │ │ ├── Materials.meta
│ │ │ │ ├── Materials
│ │ │ │ │ ├── Dragons.mat
│ │ │ │ │ └── Dragons.mat.meta
│ │ │ │ ├── Textures.meta
│ │ │ │ └── Textures
│ │ │ │ │ ├── Dragons.png
│ │ │ │ │ └── Dragons.png.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ │ ├── HBAOControl.cs
│ │ │ │ ├── HBAOControl.cs.meta
│ │ │ │ ├── RotateObject.cs
│ │ │ │ └── RotateObject.cs.meta
│ │ ├── Documentation.meta
│ │ ├── Documentation
│ │ │ ├── User Guide.pdf
│ │ │ └── User Guide.pdf.meta
│ │ ├── Readme.txt
│ │ ├── Readme.txt.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── Editor.meta
│ │ │ ├── Editor
│ │ │ │ ├── HBAO_Core_Editor.cs
│ │ │ │ ├── HBAO_Core_Editor.cs.meta
│ │ │ │ ├── HBAO_Editor.cs
│ │ │ │ ├── HBAO_Editor.cs.meta
│ │ │ │ ├── HBAO_GaiaExtension.cs
│ │ │ │ ├── HBAO_GaiaExtension.cs.meta
│ │ │ │ ├── HBAO_Integrated_Editor.cs
│ │ │ │ ├── HBAO_Integrated_Editor.cs.meta
│ │ │ │ ├── HBAO_MinMaxSliderDrawer.cs
│ │ │ │ ├── HBAO_MinMaxSliderDrawer.cs.meta
│ │ │ │ ├── Resources.meta
│ │ │ │ └── Resources
│ │ │ │ │ ├── hbao.png
│ │ │ │ │ ├── hbao.png.meta
│ │ │ │ │ ├── icon.png
│ │ │ │ │ └── icon.png.meta
│ │ │ ├── HBAO.cs
│ │ │ ├── HBAO.cs.meta
│ │ │ ├── HBAO_Core.cs
│ │ │ ├── HBAO_Core.cs.meta
│ │ │ ├── HBAO_Integrated.cs
│ │ │ ├── HBAO_Integrated.cs.meta
│ │ │ ├── HBAO_MinMaxSliderAttribute.cs
│ │ │ └── HBAO_MinMaxSliderAttribute.cs.meta
│ │ ├── Shaders.meta
│ │ └── Shaders
│ │ │ ├── HBAO.shader
│ │ │ ├── HBAO.shader.meta
│ │ │ ├── HBAO_Blur.cginc
│ │ │ ├── HBAO_Blur.cginc.meta
│ │ │ ├── HBAO_BlurX_frag.cginc
│ │ │ ├── HBAO_BlurX_frag.cginc.meta
│ │ │ ├── HBAO_BlurY_frag.cginc
│ │ │ ├── HBAO_BlurY_frag.cginc.meta
│ │ │ ├── HBAO_Deferred.cginc
│ │ │ ├── HBAO_Deferred.cginc.meta
│ │ │ ├── HBAO_DeinterleaveDepth_frag.cginc
│ │ │ ├── HBAO_DeinterleaveDepth_frag.cginc.meta
│ │ │ ├── HBAO_DeinterleaveNormals_frag.cginc
│ │ │ ├── HBAO_DeinterleaveNormals_frag.cginc.meta
│ │ │ ├── HBAO_Integrated.cginc
│ │ │ ├── HBAO_Integrated.cginc.meta
│ │ │ ├── HBAO_Reinterleave_frag.cginc
│ │ │ ├── HBAO_Reinterleave_frag.cginc.meta
│ │ │ ├── HBAO_frag.cginc
│ │ │ └── HBAO_frag.cginc.meta
│ ├── MYHBAO.meta
│ ├── MYHBAO
│ │ ├── MyHBAO.cs
│ │ ├── MyHBAO.cs.meta
│ │ ├── myhbao.shader
│ │ └── myhbao.shader.meta
│ ├── NNAO.meta
│ ├── NNAO
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ │ ├── NNAOEditor.cs
│ │ │ └── NNAOEditor.cs.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── NNAO.cs
│ │ │ └── NNAO.cs.meta
│ │ ├── Shaders.meta
│ │ ├── Shaders
│ │ │ ├── NNAO.shader
│ │ │ ├── NNAO.shader.meta
│ │ │ ├── NNAOBlur.cginc
│ │ │ ├── NNAOBlur.cginc.meta
│ │ │ ├── NNAOCombine.cginc
│ │ │ ├── NNAOCombine.cginc.meta
│ │ │ ├── NNAOCore.cginc
│ │ │ ├── NNAOCore.cginc.meta
│ │ │ ├── NNAOTemporal.cginc
│ │ │ └── NNAOTemporal.cginc.meta
│ │ ├── Textures.meta
│ │ └── Textures
│ │ │ ├── nnao_f0.tga
│ │ │ ├── nnao_f0.tga.meta
│ │ │ ├── nnao_f1.tga
│ │ │ ├── nnao_f1.tga.meta
│ │ │ ├── nnao_f2.tga
│ │ │ ├── nnao_f2.tga.meta
│ │ │ ├── nnao_f3.tga
│ │ │ └── nnao_f3.tga.meta
│ ├── NNPostProcessing.meta
│ ├── NNPostProcessing
│ │ ├── DemoScene.meta
│ │ ├── DemoScene
│ │ │ ├── Arts.meta
│ │ │ ├── Arts
│ │ │ │ ├── BroadleafBark.tga
│ │ │ │ ├── BroadleafBark.tga.meta
│ │ │ │ ├── BroadleafBark_Normal.tga
│ │ │ │ ├── BroadleafBark_Normal.tga.meta
│ │ │ │ ├── Broadleaf_Mobile Materials.meta
│ │ │ │ ├── Broadleaf_Mobile Materials
│ │ │ │ │ ├── Billboard.mat
│ │ │ │ │ ├── Billboard.mat.meta
│ │ │ │ │ ├── LOD0.meta
│ │ │ │ │ ├── LOD0
│ │ │ │ │ │ ├── Branches_0.mat
│ │ │ │ │ │ ├── Branches_0.mat.meta
│ │ │ │ │ │ ├── Leaves_1.mat
│ │ │ │ │ │ └── Leaves_1.mat.meta
│ │ │ │ │ ├── LOD1.meta
│ │ │ │ │ ├── LOD1
│ │ │ │ │ │ ├── Branches_0.mat
│ │ │ │ │ │ ├── Branches_0.mat.meta
│ │ │ │ │ │ ├── Leaves_1.mat
│ │ │ │ │ │ └── Leaves_1.mat.meta
│ │ │ │ │ ├── LOD2.meta
│ │ │ │ │ └── LOD2
│ │ │ │ │ │ ├── Branches_0.mat
│ │ │ │ │ │ ├── Branches_0.mat.meta
│ │ │ │ │ │ ├── Leaves_1.mat
│ │ │ │ │ │ └── Leaves_1.mat.meta
│ │ │ │ ├── Broadleaf_Mobile.spm
│ │ │ │ ├── Broadleaf_Mobile.spm.meta
│ │ │ │ ├── Broadleaf_Mobile_Atlas.tga
│ │ │ │ ├── Broadleaf_Mobile_Atlas.tga.meta
│ │ │ │ ├── Broadleaf_Mobile_Atlas_Billboards.tga
│ │ │ │ ├── Broadleaf_Mobile_Atlas_Billboards.tga.meta
│ │ │ │ ├── Broadleaf_Mobile_Atlas_Billboards_Normal.tga
│ │ │ │ ├── Broadleaf_Mobile_Atlas_Billboards_Normal.tga.meta
│ │ │ │ ├── Broadleaf_Mobile_Atlas_Normal.tga
│ │ │ │ ├── Broadleaf_Mobile_Atlas_Normal.tga.meta
│ │ │ │ ├── CliffAlbedoSpecular.png
│ │ │ │ ├── CliffAlbedoSpecular.png.meta
│ │ │ │ ├── GrassFrond01AlbedoAlpha.tga
│ │ │ │ ├── GrassFrond01AlbedoAlpha.tga.meta
│ │ │ │ ├── GrassHillAlbedo.png
│ │ │ │ ├── GrassHillAlbedo.png.meta
│ │ │ │ ├── GrassRockyAlbedo.png
│ │ │ │ ├── GrassRockyAlbedo.png.meta
│ │ │ │ ├── Skybox.mat
│ │ │ │ ├── Skybox.mat.meta
│ │ │ │ ├── terrain.asset
│ │ │ │ └── terrain.asset.meta
│ │ │ ├── Scene.unity
│ │ │ └── Scene.unity.meta
│ │ ├── Documentation.pdf
│ │ ├── Documentation.pdf.meta
│ │ ├── Resources.meta
│ │ ├── Resources
│ │ │ ├── Model.meta
│ │ │ ├── Model
│ │ │ │ ├── model - 副本 (2).json
│ │ │ │ ├── model - 副本 (2).json.meta
│ │ │ │ ├── model.json
│ │ │ │ ├── model.json.meta
│ │ │ │ ├── model_4.json
│ │ │ │ ├── model_4.json.meta
│ │ │ │ ├── model_8.json
│ │ │ │ ├── model_8.json.meta
│ │ │ │ ├── starry_night.json
│ │ │ │ └── starry_night.json.meta
│ │ │ ├── NNLayer.compute
│ │ │ └── NNLayer.compute.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── NNCompute.cs
│ │ │ ├── NNCompute.cs.meta
│ │ │ ├── NNLayerBase.cs
│ │ │ ├── NNLayerBase.cs.meta
│ │ │ ├── NNLayers.meta
│ │ │ ├── NNLayers
│ │ │ ├── Add.cs
│ │ │ ├── Add.cs.meta
│ │ │ ├── AvgPooling2D.cs
│ │ │ ├── AvgPooling2D.cs.meta
│ │ │ ├── BatchNormalization.cs
│ │ │ ├── BatchNormalization.cs.meta
│ │ │ ├── CSDN.cs
│ │ │ ├── CSDN.cs.meta
│ │ │ ├── Concatenate.cs
│ │ │ ├── Concatenate.cs.meta
│ │ │ ├── Conv2D.cs
│ │ │ ├── Conv2D.cs.meta
│ │ │ ├── ConvBlock.cs
│ │ │ ├── ConvBlock.cs.meta
│ │ │ ├── DebugLayer.cs
│ │ │ ├── DebugLayer.cs.meta
│ │ │ ├── InputLayer.cs
│ │ │ ├── InputLayer.cs.meta
│ │ │ ├── LeakyReLU.cs
│ │ │ ├── LeakyReLU.cs.meta
│ │ │ ├── MaxPooling2D.cs
│ │ │ ├── MaxPooling2D.cs.meta
│ │ │ ├── OutputLayer.cs
│ │ │ ├── OutputLayer.cs.meta
│ │ │ ├── ReLU.cs
│ │ │ ├── ReLU.cs.meta
│ │ │ ├── Tanh.cs
│ │ │ ├── Tanh.cs.meta
│ │ │ ├── UpSampling2D.cs
│ │ │ ├── UpSampling2D.cs.meta
│ │ │ ├── upAndCat.cs
│ │ │ └── upAndCat.cs.meta
│ │ │ ├── NNModel.cs
│ │ │ ├── NNModel.cs.meta
│ │ │ ├── NNModelSerialize.cs
│ │ │ ├── NNModelSerialize.cs.meta
│ │ │ ├── NNPostProcessingEffect.cs
│ │ │ ├── NNPostProcessingEffect.cs.meta
│ │ │ ├── SimpleCharacterController.cs
│ │ │ └── SimpleCharacterController.cs.meta
│ ├── New Material.mat
│ ├── New Material.mat.meta
│ ├── ReadNormalAndDepth
│ │ ├── GetInput.cs
│ │ ├── GetInput.cs.meta
│ │ ├── GetInput.shader
│ │ ├── GetInput.shader.meta
│ │ ├── ReadDepth.cs
│ │ ├── ReadDepth.cs.meta
│ │ ├── ReadDepth.shader
│ │ ├── ReadDepth.shader.meta
│ │ ├── ReadNormal.cs
│ │ ├── ReadNormal.cs.meta
│ │ ├── ReadNormal.shader
│ │ └── ReadNormal.shader.meta
│ ├── Scenes
│ │ ├── SampleScene.unity
│ │ └── SampleScene.unity.meta
│ ├── Volumetric Ambient Occlusion.meta
│ ├── Volumetric Ambient Occlusion
│ │ ├── Assets.meta
│ │ ├── Assets
│ │ │ ├── Editor.meta
│ │ │ ├── Editor
│ │ │ │ ├── Resources.meta
│ │ │ │ ├── Resources
│ │ │ │ │ ├── script_icon.png
│ │ │ │ │ ├── script_icon.png.meta
│ │ │ │ │ ├── watermark.png
│ │ │ │ │ ├── watermark.png.meta
│ │ │ │ │ ├── wilberforce_script_icon.png
│ │ │ │ │ └── wilberforce_script_icon.png.meta
│ │ │ │ ├── VAOEffectEditor.dll
│ │ │ │ └── VAOEffectEditor.dll.meta
│ │ │ ├── Scripts.meta
│ │ │ ├── Scripts
│ │ │ │ ├── VAOEffect.cs
│ │ │ │ ├── VAOEffect.cs.meta
│ │ │ │ ├── VAOEffect.dll
│ │ │ │ ├── VAOEffect.dll.meta
│ │ │ │ ├── VAOEffectCommandBuffer.cs
│ │ │ │ └── VAOEffectCommandBuffer.cs.meta
│ │ │ ├── Shaders.meta
│ │ │ └── Shaders
│ │ │ │ ├── Raycast.shader
│ │ │ │ ├── Raycast.shader.meta
│ │ │ │ ├── RaycastColorbleed.shader
│ │ │ │ ├── RaycastColorbleed.shader.meta
│ │ │ │ ├── VAO.cginc
│ │ │ │ ├── VAO.cginc.meta
│ │ │ │ ├── VAOBeforeReflectionsBlendShader.shader
│ │ │ │ ├── VAOBeforeReflectionsBlendShader.shader.meta
│ │ │ │ ├── VAOColorbleed.shader
│ │ │ │ ├── VAOColorbleed.shader.meta
│ │ │ │ ├── VAOFinalPassShader.shader
│ │ │ │ ├── VAOFinalPassShader.shader.meta
│ │ │ │ ├── VAOShader.shader
│ │ │ │ └── VAOShader.shader.meta
│ │ ├── Documentation.meta
│ │ └── Documentation
│ │ │ ├── ReadMe.txt
│ │ │ ├── ReadMe.txt.meta
│ │ │ ├── VAO Manual.pdf
│ │ │ └── VAO Manual.pdf.meta
│ ├── chair.max
│ └── chair.max.meta
│ ├── ExportedObj
│ ├── SampleScene.unity_25.mtl
│ └── SampleScene.unity_25.obj
│ ├── Logs
│ └── Packages-Update.log
│ ├── Packages
│ └── manifest.json
│ ├── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ └── XRSettings.asset
│ ├── SharpEXR.csproj
│ ├── SharpEXR.dll
│ ├── Unity_lic.alf
│ ├── obj
│ └── Debug
│ │ ├── Assembly-CSharp-Editor.csproj.CoreCompileInputs.cache
│ │ ├── Assembly-CSharp-Editor.csprojAssemblyReference.cache
│ │ ├── Assembly-CSharp.csproj.CopyComplete
│ │ ├── Assembly-CSharp.csproj.CoreCompileInputs.cache
│ │ ├── Assembly-CSharp.csproj.FileListAbsolute.txt
│ │ ├── Assembly-CSharp.csprojAssemblyReference.cache
│ │ ├── Assembly-CSharp.dll
│ │ ├── Assembly-CSharp.pdb
│ │ ├── DesignTimeResolveAssemblyReferences.cache
│ │ ├── DesignTimeResolveAssemblyReferencesInput.cache
│ │ ├── TemporaryGeneratedFile_036C0B5B-1481-4323-8D20-8F5ADCB23D92.cs
│ │ ├── TemporaryGeneratedFile_5937a670-0e60-4077-877b-f7221da3dda1.cs
│ │ └── TemporaryGeneratedFile_E7A71F73-0F8D-4B9B-B56E-8E70B10BC5D3.cs
│ ├── test_01.sln
│ ├── test_02.sln
│ ├── test_03 - 副本.sln
│ └── test_03.sln
└── img
└── DATASET.png
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/DeepLearning/Ao_pt/.idea/Ao_pt.iml:
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/DeepLearning/Ao_pt/Models/__init__.py:
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1 | from .lstmConv import ConvLSTM
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/DeepLearning/Ao_pt/Myloss/__init__.py:
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1 | from .ssim_loss import MY_SSIM
2 |
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/DeepLearning/Ao_pt/Myloss/compute_ssim.py:
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1 | import cv2
2 | import matplotlib.pyplot as plt
3 | import numpy as np
4 | import torch
5 | from Myloss import MY_SSIM
6 | import os
7 | import pyexr
8 |
9 | fp_hbao = 'C:\\Users\\39796\\Desktop\\1-hbao.exr'
10 | fp_ours = 'C:\\Users\\39796\\Desktop\\1-ours.exr'
11 | fp_gt = 'C:\\Users\\39796\\Desktop\\guest room_Camera001.exr'
12 |
13 | gt = torch.from_numpy(pyexr.open(fp_gt).get())
14 | ours = torch.from_numpy(pyexr.open(fp_ours).get())
15 | hbao = torch.from_numpy(pyexr.open(fp_hbao).get())
16 |
17 | ssim_hbao = MY_SSIM()(gt, hbao).item()
18 | ssim_ours = MY_SSIM()(gt, ours).item()
19 |
20 | print(ssim_hbao, '\n', ssim_ours)
21 |
22 |
23 |
24 |
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/DeepLearning/Ao_pt/Others/__init__.py:
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/DeepLearning/Ao_pt/Others/bar_img.py:
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1 | import matplotlib.pyplot as plt
2 | from matplotlib.font_manager import FontProperties
3 | # import seaborn as sns
4 | import numpy as np
5 |
6 | def autolabel(rects):
7 | for rect in rects:
8 | height = rect.get_height()
9 | plt.text(rect.get_x()+rect.get_width()-0.125, height+0.1, '%s' % float(height), fontdict={'fontsize':25})
10 |
11 |
12 | # font = FontProperties(fname=r"C:\Windows\Fonts\simhei.ttf", size=14)
13 |
14 | wid = 0.1
15 | scale = 2
16 | # a = plt.bar([1/scale], [2.1], width=wid, label='4x')
17 | #
18 | # b = plt.bar([2/scale], [10.8], width=wid, label='8x')
19 | #
20 | # c = plt.bar([3/scale], [42.5], width=wid, label='16x')
21 |
22 | # d = plt.bar([4/scale], [33.6], width=wid, label='1920x1080')
23 | lst = np.array([1.74,10.32,8.6,
24 | 4.66,10.16,8.3,
25 | 5.19,10.15,8.9,
26 | 5.51,10.17,9.3,
27 | 6.28,10.7,9.4,
28 | 6.72,11.21,9.2,
29 | 8.29,13.11,10.5,
30 | 12.98,21.49,11.7,
31 | 16.08,21.06,11.8,
32 | 20.60,25.52,16.5,
33 | 24.21,29.02,17.5,
34 | 29.31,34.18,25.3,
35 | 34.93,39.49,26.6,
36 | 40.36,45.52,25.3,
37 | 40.53,45.92,24.9]).reshape((15, 3))
38 | print(lst[1:, :]-lst[:-1, :])
39 |
40 |
41 |
42 | # a = plt.bar([1/scale, 2/scale, 3/scale], [1.0,1.1,15.6], width=wid, label='720p')
43 | #
44 | # b = plt.bar([5/scale, 6/scale, 7/scale], [1.8,2.3,38.7], width=wid, label='2k')
45 | #
46 | # c = plt.bar([9/scale, 10/scale, 11/scale], [7.3,8.8,153.9], width=wid, label='4k')
47 | #
48 | # # d = plt.bar([4/scale], [33.6], width=wid, label='1920x1080')
49 | #
50 | # # a.spines['top'].set_visible(False)
51 | # # params
52 | #
53 | # # x: 条形图x轴
54 | # # y:条形图的高度
55 | # # width:条形图的宽度 默认是0.8
56 | # # bottom:条形底部的y坐标值 默认是0
57 | # # align:center / edge 条形图是否以x轴坐标为中心点或者是以x轴坐标为边缘
58 | # autolabel(a)
59 | # autolabel(b)
60 | # autolabel(c)
61 | # # autolabel(d)
62 | #
63 | # plt.legend(fontsize=20)
64 | #
65 | # plt.xlabel('Resolution', fontdict={'fontsize':15})
66 | # plt.ylabel('Time(ms)', fontdict={'fontsize':15})
67 | # plt.xticks([])
68 | # plt.title(u'Time of 4x Filters', fontdict={'fontsize':15})
69 | #
70 | # plt.show()
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/DeepLearning/Ao_pt/Others/blend_ao.py:
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1 | import pyexr
2 | import cv2
3 | import matplotlib.pyplot as plt
4 | import numpy as np
5 |
6 | ours_128 = pyexr.open('C:\\Users\\zhangdongjiu\\Desktop\\s06-c3_128-exp4-ours.exr').get()[:, :, 0]
7 | ours_2048 = pyexr.open('C:\\Users\\zhangdongjiu\\Desktop\\scene_15_Camera003_2048.exr').get()[:, :, 0]
8 |
9 | hbao = pyexr.open('C:\\Users\\zhangdongjiu\\Desktop\\S06-C3_2048-1-hbao.exr').get()[:, :, 0]
10 |
11 | blend_ = cv2.resize(ours_128, (0, 0), fx=16, fy=16, interpolation=cv2.INTER_CUBIC)
12 | plt.subplot(221)
13 | plt.imshow(np.clip(ours_128*255., 0, 255).astype(np.uint8), cmap='gray')
14 |
15 | plt.subplot(222)
16 | plt.imshow(np.clip(hbao*255., 0, 255).astype(np.uint8), cmap='gray')
17 |
18 | plt.subplot(223)
19 | plt.imshow(np.clip((blend_+hbao)*255./2., 0, 255).astype(np.uint8), cmap='gray')
20 |
21 | plt.subplot(224)
22 | # plt.imshow(np.clip(cv2.resize(ours_128, (0, 0), fx=16, fy=16, interpolation=cv2.INTER_CUBIC)*255., 0, 255).astype(np.uint8), cmap='gray')
23 | plt.imshow(np.clip(ours_2048*255., 0, 255).astype(np.uint8), cmap='gray')
24 | plt.show()
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/DeepLearning/Ao_pt/Others/compare_depth.py:
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1 | import numpy as np
2 | import pyexr
3 | import matplotlib.pyplot as plt
4 | import os
5 |
6 | base_dir = 'C:\\Users\\39796\\Desktop\\Ambient Occlosion Paper\\scene_image'
7 | # 'scene_18_Perspective_View180014'
8 | position_path = os.path.join(base_dir, 'scene_18_Perspective_View130013.exr')
9 | # depth_path = os.path.join(base_dir, 'scene_19_Camera001_Z Depth.exr')
10 | # 'scene_18_Perspective_rgb_Z Depth_View090049.exr'
11 | # position = 1+pyexr.open(position_path).get()[:, :, 2]/1500.0
12 | position = pyexr.open(position_path).get()[:, :, :]
13 | print(np.mean(position[:,:, 0]))
14 | # depth = pyexr.open(depth_path).get()[:, :, 2]
15 | # plt.imsave('%s\\scene_18_Perspective_rgb_Z Depth_View090049.png'%base_dir, position)
16 |
17 | # plt.subplot(131)
18 | plt.imshow(position)
19 | # plt.subplot(132)
20 | # plt.imshow(depth)
21 | # plt.subplot(133)
22 | # plt.imshow(position-depth)
23 | plt.show()
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/DeepLearning/Ao_pt/Others/compare_filters.py:
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1 | import cv2
2 | import matplotlib.pyplot as plt
3 | import numpy as np
4 | import torch
5 | from Myloss import SSIM
6 | import os
7 |
8 |
9 | fnk4_2_lst = [os.path.join('Logs\\K4_2', i) for i in os.listdir('Logs\\K4_2')]
10 | count_ = 0
11 | for i in range(2249):
12 | # fnk4 = 'Logs\\K4\\%05d-result.png' % i
13 | fnk4 = fnk4_2_lst[count_]
14 | # print(fnk4)
15 | fnk8 = 'Logs\\K8\\%05d-result.png' % i
16 | # print(fnk8)
17 | fnk16 = 'Logs\\K16\\%05d-result.png' % i
18 | fnkgt = 'Logs\\GT\\%05d-gt.png' % i
19 |
20 | if os.path.exists(fnk8) == False:
21 | continue
22 | K4 = cv2.imread(fnk4)
23 | K8 = cv2.imread(fnk8)
24 | K16 = cv2.imread(fnk16)
25 | Kgt = cv2.imread(fnkgt)
26 | count_ += 1
27 |
28 | # plt.subplot(221)
29 | # plt.imshow(K4)
30 | # plt.subplot(222)
31 | # plt.imshow(K8)
32 | # plt.subplot(223)
33 | # plt.imshow(K16)
34 | # plt.subplot(224)
35 | # plt.imshow(Kgt)
36 | # plt.show()
37 | gap = np.zeros((K4.shape[0], 5, 3), dtype=np.uint8)
38 | res = np.concatenate((K4, gap, K8, gap, K16, gap, Kgt), axis=1)
39 |
40 | K4 = K4.astype(np.float32)
41 | K4 = K4[:, :, 0]/255.
42 |
43 | K8 = K8.astype(np.float32)
44 | K8 = K8[:, :, 0]/255.
45 |
46 | K16 = K16.astype(np.float32)
47 | K16 = K16[:, :, 0]/255.
48 |
49 | Kgt = Kgt.astype(np.float32)
50 | Kgt = Kgt[:, :, 0]/255.
51 | Kgt = torch.from_numpy(np.expand_dims(np.expand_dims(Kgt, 0), 0)).cuda()
52 |
53 | ssim_k4 = SSIM()(Kgt, torch.from_numpy(np.expand_dims(np.expand_dims(K4, 0), 0)).cuda()).item()
54 | ssim_k8 = SSIM()(Kgt, torch.from_numpy(np.expand_dims(np.expand_dims(K8, 0), 0)).cuda()).item()
55 | ssim_k16 = SSIM()(Kgt, torch.from_numpy(np.expand_dims(np.expand_dims(K16, 0), 0)).cuda()).item()
56 |
57 | cv2.imwrite('Logs\\COMPARE_1\\%05d-%.4f-%.4f-%.4f-res.png' % (i, ssim_k4, ssim_k8, ssim_k16), res)
58 | # plt.imshow(res)
59 | # plt.show()
60 |
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/DeepLearning/Ao_pt/Others/file_rename.py:
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1 | import os, shutil
2 | import pyexr
3 | import matplotlib.pyplot
4 |
5 |
6 | base_dir = 'C:\\Users\\39796\PycharmProjects\\neterase\\Datasets\\train\s3\scene_03'
7 |
8 | save_dir = 'C:\\Users\\39796\PycharmProjects\\neterase\Datasets\\train\scene_03'
9 |
10 | file_list = os.listdir(base_dir)
11 |
12 | ao_lst = [i for i in file_list if '1_View' in i or '1_view' in i ]
13 | normal_lst = [i for i in file_list if 'normal' in i]
14 | position_lst = [i for i in file_list if 'position' in i]
15 | count = 0
16 |
17 | for i in range(len(ao_lst)):
18 | ao_fn = os.path.join(base_dir, ao_lst[i])
19 | normal_fn = os.path.join(base_dir, normal_lst[i])
20 | position_fn = os.path.join(base_dir, position_lst[i])
21 |
22 | save_ao_fn = os.path.join(save_dir+'\\GroundTruth', '%04d.exr' % i)
23 | save_normal_fn = os.path.join(save_dir+'\\Normals', '%04d.exr' % i)
24 | save_position_fn = os.path.join(save_dir+'\\Position', '%04d.exr' % i)
25 |
26 | shutil.move(ao_fn, save_ao_fn)
27 | shutil.move(normal_fn, save_normal_fn)
28 | shutil.move(position_fn, save_position_fn)
29 |
30 | # print()
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/DeepLearning/Ao_pt/Others/generate_file_list.py:
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1 | import os
2 | import pyexr
3 | import matplotlib.pyplot as plt
4 |
5 |
6 | base_dir = 'Datastes\\Unity_sceenshot'
7 | # D:\Projects\Pycharm\Ao_pt\Datastes\Unity_sceenshot
8 | lst = [os.path.join(base_dir, i) for i in os.listdir(base_dir)]
9 |
10 | # ao_lst = [os.path.join(i, 'GroundTruth') for i in lst]
11 | # normal_lst = [os.path.join(i, 'Normals') for i in lst]
12 |
13 | ao_lst = [[os.path.join(os.path.join(i, 'GroundTruth'), j) for j in os.listdir(os.path.join(i, 'GroundTruth'))] for i in lst]
14 | normal_lst = [[os.path.join(os.path.join(i, 'Normals'), j) for j in os.listdir(os.path.join(i, 'Normals'))] for i in lst]
15 | position_lst = [[os.path.join(os.path.join(i, 'Position'), j) for j in os.listdir(os.path.join(i, 'Position'))] for i in lst]
16 |
17 |
18 | f = open('C:\\Users\\39796\\PycharmProjects\\neterase\Datasets\\train_lst.txt', mode='w')
19 | count = 0
20 | for i in range(len(ao_lst)):
21 | for j in range(len(ao_lst[i])):
22 |
23 | # print(j)
24 | # print(ao_lst[i][j])
25 | ao_fn = ao_lst[i][j]
26 | normal_fn = normal_lst[i][j]
27 | position_fn = position_lst[i][j]
28 |
29 | our_str = '%s,%s,%s\n' % (ao_fn, normal_fn, position_fn)
30 | f.write(our_str)
31 | # print(our_str)
32 | # print()
33 | # ao = pyexr.open(ao_fn).get()
34 | # normal = pyexr.open(ao_fn).get()
35 | # position = pyexr.open(ao_fn).get()
36 | #
37 | # plt.subplot(131)
38 | # plt.imshow(ao)
39 | # plt.subplot(132)
40 | # plt.imshow(normal)
41 | # plt.subplot(133)
42 | # plt.imshow(position[:, :, 2])
43 | # plt.show()
44 | # print()
45 | f.close()
46 | # print(position_lst)
47 |
--------------------------------------------------------------------------------
/DeepLearning/Ao_pt/Others/mlp_train.py:
--------------------------------------------------------------------------------
1 | import os
2 | from dataloaders import MyAoDataset_full
3 | from Models.NANO import NANO_cnn
4 | from torch.utils.data import DataLoader
5 | from config import config
6 | import numpy as np
7 | from torch.utils.data import random_split
8 |
9 | CHECKPOINT_DIR = './Checkpoints/NNAO_cnn'
10 |
11 | # Loading datasets
12 | # print("\nLoading DATA...")
13 |
14 |
15 | DATA_DIR = config.DATAPATH
16 | epochs = config.TRAIN_EPOCH
17 | learning_rate = config.learning_rate
18 |
19 | datapath = os.path.join(DATA_DIR, "dataset_full.npy")
20 |
21 | data = np.load(datapath)
22 |
23 |
24 | full_dataset = MyAoDataset_full(data)
25 |
26 | print(len(full_dataset))
27 | train_size = int(0.9 * len(full_dataset))
28 | test_size = len(full_dataset) - train_size
29 | train_dataset, test_dataset = random_split(full_dataset, [train_size, test_size])
30 |
31 | train_loader = DataLoader(dataset=train_dataset, batch_size=config.bs, shuffle=True)
32 | test_loader = DataLoader(dataset=test_dataset, batch_size=config.bs, shuffle=True)
33 |
34 | mlp = NANO_cnn(train_loader, config, ds_test=test_loader).cuda()
35 |
36 |
37 | mlp.fit(epochs, learning_rate)
38 |
39 | print('-------------finished!-------------')
40 |
41 |
--------------------------------------------------------------------------------
/DeepLearning/Ao_pt/Others/process_depth_and_normal.py:
--------------------------------------------------------------------------------
1 | import pyexr
2 | import matplotlib.pyplot as plt
3 | import numpy as np
4 | import cv2
5 | normal_path = 'D:\\Projects\\Unity\\test_03\screenshot\\scene_00_Perspective_normal_View010005.exr'
6 | depth_path = 'D:\\Projects\\Unity\\test_03\screenshot\\scene_00_Perspective_Z Depth_View010005.exr'
7 |
8 | normal = pyexr.open(normal_path).get()
9 |
10 | normal = normal*255
11 | normal = normal.astype(np.uint8)
12 | normal = normal[:, :, (2, 1, 0)]
13 | depth = pyexr.open(depth_path).get()[:, :, 0:1]*65535
14 | xx = depth / 255
15 | yy = depth % 255
16 |
17 | res = np.concatenate([xx, yy, np.ones((512, 512, 1) )], axis=-1)
18 | res = res.astype(np.uint8)
19 | res = res[:, :, (2, 1, 0)]
20 | cv2.imwrite('D:\\Projects\\Unity\\test_03\screenshot\\normal-3.png', normal)
21 | cv2.imwrite('D:\\Projects\\Unity\\test_03\screenshot\\depth-3.png', res)
22 | print(np.sum(np.unique(normal[:, :, 0])!=0))
23 |
24 |
--------------------------------------------------------------------------------
/DeepLearning/Ao_pt/Others/readxaf.py:
--------------------------------------------------------------------------------
1 | import os
2 | import cv2
3 | import pyexr
4 | import numpy as np
5 | import matplotlib.pyplot as plt
6 | # from xml.etree.ElementTree import ElementTree
7 | # tree = ElementTree()
8 | # res = tree.parse('C:\\Users\\39796\\Desktop\\test.xaf').findall('Node')
9 | #
10 | # for i in res:
11 | # print(i)
12 | # node = res.find('Samples')
13 |
14 | camera_cx = 256.0
15 | camera_cy = 256.0
16 | camera_fx = 548.9937
17 | camera_fy = 548.9937
18 |
19 |
20 | # print(res)
21 | def analysis_xaf(filename):
22 | f = open(filename)
23 | lines = f.readlines()
24 | Samples = [i for i in lines if ' BN => ReLU) * 2'''
8 | def __init__(self, in_ch, out_ch):
9 | super(double_conv, self).__init__()
10 |
11 | self.conv = nn.Sequential(
12 | nn.Conv2d(in_ch, out_ch, 3, padding=1),
13 | nn.BatchNorm2d(out_ch),
14 | nn.LeakyReLU(inplace=True),
15 |
16 | nn.Conv2d(out_ch, out_ch, 3, stride=1, padding=1),
17 | nn.BatchNorm2d(out_ch),
18 | nn.LeakyReLU(inplace=True),
19 | )
20 |
21 | def forward(self, x):
22 | x = self.conv(x)
23 | return x
24 |
25 |
26 | # class Resnet18(nn.Module):
27 | # '''(conv => BN => ReLU) * 2'''
28 | # def __init__(self, in_ch, out_ch):
29 | # super(Resnet18, self).__init__()
30 | #
31 | # self.
32 | # def forward(self, x):
33 | # x = self.conv(x)
34 | # return x
--------------------------------------------------------------------------------
/DeepLearning/Ao_pt/unet/__init__.py:
--------------------------------------------------------------------------------
1 | from .unet_model import UNet, Discriminator
2 | from .unet_multi_scale_model import UNet_multi_scale
3 | from .unet_ts import UNet_student
4 | from .RRDnet import RRDBNet
5 | from .deepshading import DSUNet
6 |
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/DeepLearning/Ao_pt/unet/unet_multi_scale_model.py:
--------------------------------------------------------------------------------
1 | # full assembly of the sub-parts to form the complete net
2 |
3 | import torch.nn.functional as F
4 |
5 | from .unet_parts import *
6 |
7 |
8 | class UNet_multi_scale(nn.Module):
9 | def __init__(self, n_channels, n_classes, mode='maxpooling'):
10 | super(UNet_multi_scale, self).__init__()
11 |
12 | # self.global_step = torch.nn.Parameter(torch.LongTensor(0), requires_grad=False)
13 | # base 4
14 | self.inc = inconv(n_channels, 4)
15 |
16 | self.down1 = down_multi_scale(4, 8, 2)
17 | self.down2 = down_multi_scale(8, 16, 4)
18 | self.down3 = down_multi_scale(16, 32, 8)
19 | self.down4 = down_multi_scale(32, 32, 16)
20 |
21 | self.up1 = up(64, 16)
22 | self.up2 = up(32, 8)
23 | self.up3 = up(16, 4)
24 | self.up4 = up(8, 4)
25 | self.outc = outconv(4, n_classes)
26 |
27 |
28 |
29 | def forward(self, x):
30 | x1 = self.inc(x)
31 | x2 = self.down1(x1, x)
32 | x3 = self.down2(x2, x)
33 | x4 = self.down3(x3, x)
34 | x5 = self.down4(x4, x)
35 |
36 | dx1 = self.up1(x5, x4)
37 | dx2 = self.up2(dx1, x3)
38 | dx3 = self.up3(dx2, x2)
39 | dx4 = self.up4(dx3, x1)
40 | dx5 = self.outc(dx4)
41 | return dx5
42 |
43 |
44 |
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1 | using UnityEngine;
2 |
3 | public static class ShaderIDs {
4 | //Some Examples
5 | public static int _MainTex = Shader.PropertyToID("_MainTex");
6 | //Use id value instead of string could have less cost.
7 | //Set your custom variables here
8 | public static int _TempTex = Shader.PropertyToID("_TempTex");
9 | public static int _DepthTex = Shader.PropertyToID("_DepthTexture");
10 | public static int _MirrorNormal = Shader.PropertyToID("_MirrorNormal");
11 | public static int _MirrorPos = Shader.PropertyToID("_MirrorPos");
12 | public static int _BlurOffset = Shader.PropertyToID("_BlurOffset");
13 | }
14 |
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1 | Shader "Hidden/GroundTruthAmbientOcclusion"
2 | {
3 | CGINCLUDE
4 | #include "GTAO_Pass.cginc"
5 | ENDCG
6 |
7 | SubShader
8 | {
9 | ZTest Always
10 | Cull Off
11 | ZWrite Off
12 |
13 | Pass
14 | {
15 | Name"ResolveGTAO"
16 | CGPROGRAM
17 | #pragma vertex vert
18 | #pragma fragment ResolveGTAO_frag
19 | ENDCG
20 | }
21 |
22 | Pass
23 | {
24 | Name"SpatialGTAO_X"
25 | CGPROGRAM
26 | #pragma vertex vert
27 | #pragma fragment SpatialGTAO_X_frag
28 | ENDCG
29 | }
30 |
31 | Pass
32 | {
33 | Name"SpatialGTAO_Y"
34 | CGPROGRAM
35 | #pragma vertex vert
36 | #pragma fragment SpatialGTAO_Y_frag
37 | ENDCG
38 | }
39 |
40 | Pass
41 | {
42 | Name"TemporalGTAO"
43 | CGPROGRAM
44 | #pragma vertex vert
45 | #pragma fragment TemporalGTAO_frag
46 | ENDCG
47 | }
48 |
49 | Pass
50 | {
51 | Name"CombienGTAO"
52 | CGPROGRAM
53 | #pragma vertex vert
54 | #pragma fragment CombienGTAO_frag
55 | ENDCG
56 | }
57 |
58 | Pass
59 | {
60 | Name"DeBugGTAO"
61 | CGPROGRAM
62 | #pragma vertex vert
63 | #pragma fragment DeBugGTAO_frag
64 | ENDCG
65 | }
66 |
67 | Pass
68 | {
69 | Name"DeBugGTRO"
70 | CGPROGRAM
71 | #pragma vertex vert
72 | #pragma fragment DeBugGTRO_frag
73 | ENDCG
74 | }
75 |
76 | Pass
77 | {
78 | Name"BentNormal"
79 | CGPROGRAM
80 | #pragma vertex vert
81 | #pragma fragment DeBugBentNormal_frag
82 | ENDCG
83 | }
84 |
85 | }
86 | }
87 |
88 |
--------------------------------------------------------------------------------
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1 | #ifndef _Include_HLSL_
2 | #define _Include_HLSL_
3 |
4 | #include "AreaLight.hlsl"
5 | #include "BSDF_Library.hlsl"
6 | #include "Common.hlsl"
7 | #include "Filtter_Library.hlsl"
8 | #include "ImageBasedLighting.hlsl"
9 | #include "Montcalo_Library.hlsl"
10 | #include "Noise_Library.hlsl"
11 | #include "ShadingModel.hlsl"
12 |
13 | #endif
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/Unity/test/Assets/Horizon Based Ambient Occlusion/Demo/Scripts/HBAOControl.cs:
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1 | using UnityEngine;
2 |
3 | public class HBAOControl : MonoBehaviour {
4 |
5 | public HBAO hbao;
6 | public UnityEngine.UI.Slider aoRadiusSlider;
7 |
8 | public void ToggleShowAO () {
9 | if (hbao.generalSettings.displayMode != HBAO.DisplayMode.Normal) {
10 | HBAO.GeneralSettings settings = hbao.generalSettings;
11 | settings.displayMode = HBAO.DisplayMode.Normal;
12 | hbao.generalSettings = settings;
13 | } else {
14 | HBAO.GeneralSettings settings = hbao.generalSettings;
15 | settings.displayMode = HBAO.DisplayMode.AOOnly;
16 | hbao.generalSettings = settings;
17 | }
18 | }
19 |
20 | public void UpdateAoRadius () {
21 | HBAO.AOSettings settings = hbao.aoSettings;
22 | settings.radius = aoRadiusSlider.value;
23 | hbao.aoSettings = settings;
24 | }
25 | }
26 |
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/Unity/test/Assets/Horizon Based Ambient Occlusion/Demo/Scripts/RotateObject.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class RotateObject : MonoBehaviour {
5 |
6 | // Use this for initialization
7 | void Start () {
8 |
9 | }
10 |
11 | // Update is called once per frame
12 | void Update () {
13 | transform.Rotate(Vector3.up * Time.deltaTime * 15.0f, Space.World);
14 | }
15 | }
16 |
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/Unity/test/Assets/Horizon Based Ambient Occlusion/Scripts/Editor/HBAO_Editor.cs:
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1 | using UnityEditor;
2 |
3 | [CustomEditor(typeof(HBAO))]
4 | public class HBAO_Editor : HBAO_Core_Editor
5 | {
6 | }
7 |
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/Unity/test/Assets/Horizon Based Ambient Occlusion/Scripts/Editor/HBAO_Integrated_Editor.cs:
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1 | using UnityEditor;
2 |
3 | [CustomEditor(typeof(HBAO_Integrated))]
4 | public class HBAO_Integrated_Editor : HBAO_Core_Editor
5 | {
6 | public override void OnInspectorGUI()
7 | {
8 | DrawGUI(true);
9 | }
10 | }
11 |
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/Unity/test/Assets/Horizon Based Ambient Occlusion/Scripts/Editor/HBAO_MinMaxSliderDrawer.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEditor;
3 |
4 | [CustomPropertyDrawer(typeof(HBAO_MinMaxSliderAttribute))]
5 | class HBAO_MinMaxSliderDrawer : PropertyDrawer
6 | {
7 |
8 | public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
9 | {
10 |
11 | if (property.propertyType == SerializedPropertyType.Vector2)
12 | {
13 | Vector2 range = property.vector2Value;
14 | float min = range.x;
15 | float max = range.y;
16 | HBAO_MinMaxSliderAttribute attr = attribute as HBAO_MinMaxSliderAttribute;
17 | EditorGUI.BeginChangeCheck();
18 | #if UNITY_5_5_OR_NEWER
19 | EditorGUI.MinMaxSlider(position, label, ref min, ref max, attr.min, attr.max);
20 | #else
21 | EditorGUI.MinMaxSlider(label, position, ref min, ref max, attr.min, attr.max);
22 | #endif
23 | if (EditorGUI.EndChangeCheck())
24 | {
25 | range.x = min;
26 | range.y = max;
27 | property.vector2Value = range;
28 | }
29 | }
30 | else
31 | {
32 | EditorGUI.LabelField(position, label, "Use only with Vector2");
33 | }
34 | }
35 | }
36 |
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/Unity/test/Assets/Horizon Based Ambient Occlusion/Scripts/HBAO_MinMaxSliderAttribute.cs:
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1 | using UnityEngine;
2 |
3 | public class HBAO_MinMaxSliderAttribute : PropertyAttribute
4 | {
5 | public readonly float max;
6 | public readonly float min;
7 |
8 | public HBAO_MinMaxSliderAttribute(float min, float max)
9 | {
10 | this.min = min;
11 | this.max = max;
12 | }
13 | }
14 |
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/Unity/test/Assets/Horizon Based Ambient Occlusion/Shaders/HBAO_BlurX_frag.cginc:
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1 | #ifndef HBAO_BLURX_FRAG_INCLUDED
2 | #define HBAO_BLURX_FRAG_INCLUDED
3 |
4 | #include "HBAO_Blur.cginc"
5 |
6 | half4 frag (v2f i) : SV_Target {
7 | return ComputeBlur(i.uv, float2((_ScreenParams.z - 1.0), 0));
8 | }
9 |
10 | #endif // HBAO_BLURX_FRAG_INCLUDED
11 |
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/Unity/test/Assets/Horizon Based Ambient Occlusion/Shaders/HBAO_BlurY_frag.cginc:
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1 | #ifndef HBAO_BLURY_FRAG_INCLUDED
2 | #define HBAO_BLURY_FRAG_INCLUDED
3 |
4 | #include "HBAO_Blur.cginc"
5 |
6 | half4 frag (v2f i) : SV_Target {
7 | return ComputeBlur(i.uv, float2(0, (_ScreenParams.w - 1.0)));
8 | }
9 |
10 | #endif // HBAO_BLURY_FRAG_INCLUDED
11 |
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/Unity/test/Assets/Horizon Based Ambient Occlusion/Shaders/HBAO_Deferred.cginc:
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1 | #ifndef HBAO_DEFERRED_INCLUDED
2 | #define HBAO_DEFERRED_INCLUDED
3 |
4 | struct CombinerOutput {
5 | half4 gbuffer0 : COLOR0; // albedo (RGB), occlusion (A)
6 | half4 gbuffer3 : COLOR1; // emission (RGB), unused(A)
7 | };
8 |
9 | CombinerOutput frag(v2f i) {
10 | half4 occ = FetchOcclusion(i.uv2);
11 | half3 ao = lerp(_BaseColor.rgb, half3(1.0, 1.0, 1.0), occ.a);
12 |
13 | CombinerOutput o;
14 | #if UNITY_SINGLE_PASS_STEREO
15 | float2 uv = UnityStereoTransformScreenSpaceTex(i.uv2);
16 | o.gbuffer0 = tex2D(_rt0Tex, uv);
17 | o.gbuffer3 = tex2D(_rt3Tex, uv);
18 | #else
19 | o.gbuffer0 = tex2D(_rt0Tex, i.uv2);
20 | o.gbuffer3 = tex2D(_rt3Tex, i.uv2);
21 | #endif
22 | o.gbuffer0.a *= occ.a;
23 | o.gbuffer3.rgb = -log2(o.gbuffer3.rgb);
24 | half emission = saturate((o.gbuffer3.r + o.gbuffer3.g + o.gbuffer3.b) / 3);
25 | o.gbuffer3.rgb *= lerp(ao, half3(1.0, 1.0, 1.0), emission);
26 | #if COLOR_BLEEDING_ON
27 | o.gbuffer3.rgb += 1 - occ.rgb;
28 | #endif
29 | o.gbuffer3.rgb = exp2(-o.gbuffer3.rgb);
30 |
31 | return o;
32 | }
33 |
34 | CombinerOutput frag_blend(v2f i) {
35 | half4 occ = FetchOcclusion(i.uv2);
36 | half3 ao = lerp(_BaseColor.rgb, half3(1.0, 1.0, 1.0), occ.a);
37 |
38 | #if UNITY_SINGLE_PASS_STEREO
39 | float2 uv = UnityStereoTransformScreenSpaceTex(i.uv2);
40 | half3 rt3 = tex2D(_rt3Tex, uv);
41 | #else
42 | half3 rt3 = tex2D(_rt3Tex, i.uv2);
43 | #endif
44 | CombinerOutput o;
45 | o.gbuffer0 = half4(1.0, 1.0, 1.0, occ.a);
46 | half emission = saturate((rt3.x + rt3.y + rt3.z) / 3);
47 | o.gbuffer3 = half4(lerp(ao, half3(1.0, 1.0, 1.0), emission), 0);
48 |
49 | return o;
50 | }
51 |
52 | #endif // HBAO_DEFERRED_INCLUDED
53 |
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/Unity/test/Assets/Horizon Based Ambient Occlusion/Shaders/HBAO_DeinterleaveDepth_frag.cginc:
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1 | #ifndef HBAO_DEINTERLEAVEDEPTH_FRAG_INCLUDED
2 | #define HBAO_DEINTERLEAVEDEPTH_FRAG_INCLUDED
3 |
4 | DeinterleavedOutput frag(v2f i) {
5 | DeinterleavedOutput o;
6 |
7 | float2 pos = floor(i.uv2 * _LayerRes_TexelSize.zw) * DOWNSCALING_FACTOR;
8 | float2 uv00 = (pos + _Deinterleaving_Offset00 + 0.5) * _FullRes_TexelSize.xy * _TargetScale.xy;
9 | float2 uv10 = (pos + _Deinterleaving_Offset10 + 0.5) * _FullRes_TexelSize.xy * _TargetScale.xy;
10 | float2 uv01 = (pos + _Deinterleaving_Offset01 + 0.5) * _FullRes_TexelSize.xy * _TargetScale.xy;
11 | float2 uv11 = (pos + _Deinterleaving_Offset11 + 0.5) * _FullRes_TexelSize.xy * _TargetScale.xy;
12 |
13 | #if ORTHOGRAPHIC_PROJECTION_ON
14 | float z00 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv00);
15 | float z10 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv10);
16 | float z01 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv01);
17 | float z11 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv11);
18 | #if defined(UNITY_REVERSED_Z)
19 | z00 = 1 - z00;
20 | z10 = 1 - z10;
21 | z01 = 1 - z01;
22 | z11 = 1 - z11;
23 | #endif // UNITY_REVERSED_Z
24 | o.Z00 = _ProjectionParams.y + z00 * (_ProjectionParams.z - _ProjectionParams.y);
25 | o.Z10 = _ProjectionParams.y + z10 * (_ProjectionParams.z - _ProjectionParams.y);
26 | o.Z01 = _ProjectionParams.y + z01 * (_ProjectionParams.z - _ProjectionParams.y);
27 | o.Z11 = _ProjectionParams.y + z11 * (_ProjectionParams.z - _ProjectionParams.y);
28 | #else
29 | o.Z00 = DECODE_EYEDEPTH(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv00)).rrrr;
30 | o.Z10 = DECODE_EYEDEPTH(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv10)).rrrr;
31 | o.Z01 = DECODE_EYEDEPTH(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv01)).rrrr;
32 | o.Z11 = DECODE_EYEDEPTH(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv11)).rrrr;
33 | #endif
34 | return o;
35 | }
36 |
37 | #endif // HBAO_DEINTERLEAVEDEPTH_FRAG_INCLUDED
38 |
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1 | #ifndef HBAO_REINTERLEAVE_FRAG_INCLUDED
2 | #define HBAO_REINTERLEAVE_FRAG_INCLUDED
3 |
4 | half4 frag(v2f i) : SV_Target {
5 | float2 offset = fmod(floor(i.uv2 * _FullRes_TexelSize.zw), DOWNSCALING_FACTOR);
6 | float2 uv = (floor(i.uv2 * _LayerRes_TexelSize.zw) + (offset * _LayerRes_TexelSize.zw) + 0.5) * _FullRes_TexelSize.xy;
7 | return tex2Dlod(_MainTex, float4(uv, 0, 0));
8 | }
9 |
10 | #endif // HBAO_REINTERLEAVE_FRAG_INCLUDED
11 |
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1 | Shader "Hidden/myhbao"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Texture", 2D) = "white" {}
6 | }
7 | SubShader
8 | {
9 | Tags { "RenderType"="Opaque" }
10 | LOD 100
11 |
12 | Pass
13 | {
14 | CGPROGRAM
15 | #pragma vertex vert
16 | #pragma fragment frag
17 | // make fog work
18 | #pragma multi_compile_fog
19 |
20 | #include "UnityCG.cginc"
21 |
22 | struct appdata
23 | {
24 | float4 vertex : POSITION;
25 | float2 uv : TEXCOORD0;
26 | };
27 |
28 | struct v2f
29 | {
30 | float2 uv : TEXCOORD0;
31 | UNITY_FOG_COORDS(1)
32 | float4 vertex : SV_POSITION;
33 | };
34 |
35 | sampler2D _MainTex;
36 | float4 _MainTex_ST;
37 |
38 | v2f vert (appdata v)
39 | {
40 | v2f o;
41 | o.vertex = UnityObjectToClipPos(v.vertex);
42 | o.uv = TRANSFORM_TEX(v.uv, _MainTex);
43 | UNITY_TRANSFER_FOG(o,o.vertex);
44 | return o;
45 | }
46 |
47 | fixed4 frag (v2f i) : SV_Target
48 | {
49 | // sample the texture
50 | fixed4 col = tex2D(_MainTex, i.uv);
51 | // apply fog
52 | UNITY_APPLY_FOG(i.fogCoord, col);
53 | return col;
54 | }
55 | ENDCG
56 | }
57 | }
58 | }
59 |
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11 | - quadMesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0}
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13 | - f1Texture: {fileID: 2800000, guid: 51814e5341cbe7b438818ecf00047219, type: 3}
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1 | #define SOURCE_GBUFFER
2 |
3 | sampler2D _CameraGBufferTexture2;
4 | sampler2D _CameraGBufferTexture3;
5 | sampler2D _CameraDepthTexture;
6 | sampler2D _LastCameraDepthTexture;
7 | sampler2D _CameraDepthNormalsTexture;
8 | sampler2D _LastOcclusionTexture;
9 |
10 | float3 ReconstructViewPosition(float2 uv, float depth)
11 | {
12 | const float2 p11_22 = float2(unity_CameraProjection._11, unity_CameraProjection._22);
13 | const float2 p13_31 = float2(unity_CameraProjection._13, unity_CameraProjection._23);
14 | return float3((uv * 2 - 1 - p13_31) / p11_22 * depth, depth);
15 | }
16 |
17 | void SampleDepthNormal(float2 uv,out float3 normal,out float depth)
18 | {
19 | #if defined(SOURCE_GBUFFER)
20 | normal = tex2D(_CameraGBufferTexture2, uv).xyz;
21 | normal = normal * 2 - any(normal); // gets (0,0,0) when norm == 0
22 | normal = mul((float3x3)unity_WorldToCamera, normal);
23 | depth = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE(_LastCameraDepthTexture, uv));
24 | #else
25 | float4 cdn = tex2D(_CameraDepthNormalsTexture, uv);
26 | normal = DecodeViewNormalStereo(cdn) * float3(1, 1, -1);
27 |
28 | depth = DecodeFloatRG(cdn.zw) * _ProjectionParams.z;
29 | // Offset the depth value to avoid precision error.
30 | // (depth in the DepthNormals mode has only 16-bit precision)
31 | depth -= _ProjectionParams.z / 65536;
32 | #endif
33 | }
34 |
35 | v2f_img baseVert (appdata_img v)
36 | {
37 | v2f_img o;
38 | o.pos = UnityObjectToClipPos(v.vertex);
39 | o.uv = v.texcoord;
40 | o.uv = TransformStereoScreenSpaceTex(o.uv, 1);
41 | return o;
42 | }
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1 | sampler2D _MainTex;
2 | sampler2D _LastOcclusionTexture;
3 | sampler2D_half _CameraMotionVectorsTexture;
4 | sampler2D_half _LastMotionVectors;
5 |
6 | v2f_img vert (appdata_img v)
7 | {
8 | v2f_img o;
9 | o.pos = UnityObjectToClipPos(v.vertex);
10 | o.uv = v.texcoord;
11 | o.uv = TransformStereoScreenSpaceTex(o.uv, 1);
12 | return o;
13 | }
14 |
15 | half4 temporalFrag(v2f_img i) : Color
16 | {
17 | half4 col = tex2D( _MainTex, i.uv);
18 | half ao = col.r;
19 |
20 | float3 dir = tex2D(_LastMotionVectors,i.uv).rgb;
21 | float lastAo = tex2D(_LastOcclusionTexture,i.uv - dir.xy).r;
22 | float blendFactor = length(dir) * 40;
23 | blendFactor += abs(lastAo - ao) * 2;
24 | blendFactor = clamp(blendFactor,unity_DeltaTime.x,1);
25 | ao = lerp(lastAo,ao,blendFactor);
26 |
27 | return half4(ao,col.gba);
28 | }
29 |
30 | half4 copyMotionVectorsFrag(v2f_img i) : Color
31 | {
32 | return tex2D(_CameraMotionVectorsTexture,i.uv);
33 | }
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1 | // neural network post-processing
2 |
3 | using UnityEngine;
4 | using UnityEngine.Rendering;
5 |
6 | namespace NNPP
7 | {
8 | [System.Serializable]
9 | public class NNLayerBase
10 | {
11 | public string Name;
12 | public Vector3Int InputShape;
13 | public Vector3Int OutputShape;
14 | public Vector4 WeightShape;
15 | public object Output;
16 | protected int KernelId;
17 | public NNLayerBase()
18 | {
19 | }
20 |
21 | /*public virtual void LoadWeight(KerasLayerWeightJson[] weights)
22 | {
23 |
24 | }*/
25 |
26 | public virtual void Run(object[] input)
27 | {
28 | Output = input[0];
29 | }
30 |
31 | public virtual void Init(Vector3Int inputShape)
32 | {
33 | InputShape = inputShape;
34 | OutputShape = inputShape;
35 | }
36 |
37 | public virtual void Release()
38 | {
39 | }
40 |
41 | public virtual void FromCache()
42 | {
43 |
44 | }
45 | }
46 | }
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/Unity/test/Assets/NNPostProcessing/Scripts/NNLayers/CSDN.cs:
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1 | // neural network post-processing
2 |
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | using UnityEngine;
6 | using UnityEngine.Rendering;
7 |
8 | [RequireComponent(typeof(Camera))]
9 | public class CSDN : MonoBehaviour
10 | {
11 | private ComputeShader shader;
12 | private Material mMat;
13 |
14 | int k;
15 | RenderTexture t;
16 | void Start()
17 | {
18 | GetComponent().depthTextureMode = DepthTextureMode.Depth
19 | | DepthTextureMode.DepthNormals;
20 | shader = Resources.Load("NNLayer");
21 | k = shader.FindKernel("CSMain");
22 |
23 | }
24 |
25 |
26 | void OnRenderImage(RenderTexture src, RenderTexture dst)
27 | {
28 | if (mMat == null)
29 | {
30 | mMat = new Material(Shader.Find("Hidden/ReadDepth"));
31 | mMat.hideFlags = HideFlags.DontSave;
32 | }
33 |
34 | int width = src.width;
35 | int height = src.height;
36 | var format = RenderTextureFormat.ARGB32;
37 | var rwMode = RenderTextureReadWrite.Linear;
38 |
39 | var rtMask = RenderTexture.GetTemporary(width, height, 0, format, rwMode);
40 | Graphics.Blit(src, rtMask, mMat);
41 |
42 | t = new RenderTexture(width, height, 24);
43 | t.enableRandomWrite = true;
44 | t.Create();
45 |
46 | shader.SetTexture(k, "inputTexture", rtMask);
47 | shader.SetTexture(k, "Result", t);
48 | shader.Dispatch(k, src.width/16, src.height/16, 1);
49 | Graphics.Blit(t, dst);
50 | t.Release();
51 |
52 | RenderTexture.ReleaseTemporary(rtMask);
53 | }
54 |
55 | }
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/Unity/test/Assets/NNPostProcessing/Scripts/NNLayers/InputLayer.cs:
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1 | // neural network post-processing
2 |
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | using UnityEngine;
6 | using UnityEngine.Rendering;
7 |
8 | namespace NNPP
9 | {
10 | public class InputLayer : NNLayerBase
11 | {
12 | private ComputeBuffer outputbuffer;
13 | public int InputChannels;
14 | public RenderTexture src;
15 | public InputLayer() : base()
16 | {
17 | KernelId = NNCompute.Instance.Kernel("InputLayer");
18 | }
19 |
20 | public override void Init(Vector3Int inputShape)
21 | {
22 | base.Init(inputShape);
23 | if (outputbuffer != null)
24 | outputbuffer.Release();
25 | outputbuffer = new ComputeBuffer(OutputShape.x * OutputShape.y * OutputShape.z, sizeof(float));
26 | Output = outputbuffer;
27 | }
28 |
29 | public override void Run(object[] input)
30 | {
31 | NNCompute.Instance.Shader.SetTexture(KernelId, "InputImage", src);
32 | NNCompute.Instance.Shader.SetBuffer(KernelId, "LayerOutput", outputbuffer);
33 | NNCompute.Instance.Shader.SetInts("InputShape", new int[3]
34 | {
35 | InputShape.x,
36 | InputShape.y,
37 | InputShape.z
38 | });
39 | NNCompute.Instance.Shader.SetInts("InputShapeIdMultiplier", new int[3]
40 | {
41 | InputShape.y * InputShape.z,
42 | InputShape.z,
43 | 1
44 | });
45 | NNCompute.Instance.Shader.Dispatch(KernelId, Mathf.CeilToInt(InputShape.x / 8.0f), Mathf.CeilToInt(InputShape.y / 8.0f), 1);
46 | }
47 |
48 | public override void Release()
49 | {
50 | if (outputbuffer != null)
51 | outputbuffer.Release();
52 | }
53 | }
54 | }
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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/Unity/test/Assets/NNPostProcessing/Scripts/NNLayers/LeakyReLU.cs:
--------------------------------------------------------------------------------
1 | // neural network post-processing
2 |
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | using UnityEngine;
6 | using UnityEngine.Rendering;
7 |
8 | namespace NNPP
9 | {
10 | public class LeakyReLU : ReLU
11 | {
12 | public float Alpha;
13 | public LeakyReLU() : base()
14 | {
15 | KernelId = NNCompute.Instance.Kernel("LeakyReLU");
16 | }
17 |
18 | public override void Init(Vector3Int inputShape)
19 | {
20 | base.Init(inputShape);
21 | if (outputbuffer != null)
22 | outputbuffer.Release();
23 | outputbuffer = new ComputeBuffer(OutputShape.x * OutputShape.y * OutputShape.z, sizeof(float));
24 | Output = outputbuffer;
25 | }
26 |
27 | public override void Release()
28 | {
29 | if (outputbuffer != null)
30 | outputbuffer.Release();
31 | }
32 |
33 | public override void Run(object[] input)
34 | {
35 | NNCompute.Instance.Shader.SetBuffer(KernelId, "LayerInput0", input[0] as ComputeBuffer);
36 | NNCompute.Instance.Shader.SetBuffer(KernelId, "LayerOutput", outputbuffer);
37 | NNCompute.Instance.Shader.SetFloat("Alpha", 0.01f);
38 | NNCompute.Instance.Shader.Dispatch(KernelId, Mathf.CeilToInt(OutputShape.x * OutputShape.y * OutputShape.z / 1024.0f), 1, 1);
39 | }
40 | }
41 | }
--------------------------------------------------------------------------------
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/Unity/test/Assets/NNPostProcessing/Scripts/NNLayers/ReLU.cs:
--------------------------------------------------------------------------------
1 | // neural network post-processing
2 |
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | using UnityEngine;
6 | using UnityEngine.Rendering;
7 |
8 | namespace NNPP
9 | {
10 | public class ReLU : NNLayerBase
11 | {
12 | protected ComputeBuffer outputbuffer;
13 | public ReLU() : base()
14 | {
15 | KernelId = NNCompute.Instance.Kernel("ReLU");
16 | }
17 |
18 | public override void Init(Vector3Int inputShape)
19 | {
20 | base.Init(inputShape);
21 | if (outputbuffer != null)
22 | outputbuffer.Release();
23 | outputbuffer = new ComputeBuffer(OutputShape.x * OutputShape.y * OutputShape.z, sizeof(float));
24 | Output = outputbuffer;
25 | }
26 |
27 | public override void Release()
28 | {
29 | if (outputbuffer != null)
30 | outputbuffer.Release();
31 | }
32 |
33 | public override void Run(object[] input)
34 | {
35 | NNCompute.Instance.Shader.SetBuffer(KernelId, "LayerInput0", input[0] as ComputeBuffer);
36 | NNCompute.Instance.Shader.SetBuffer(KernelId, "LayerOutput", outputbuffer);
37 | NNCompute.Instance.Shader.Dispatch(KernelId, Mathf.CeilToInt(OutputShape.x * OutputShape.y * OutputShape.z / 128.0f), 1, 1);
38 | }
39 | }
40 | }
--------------------------------------------------------------------------------
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/Unity/test/Assets/NNPostProcessing/Scripts/NNLayers/Tanh.cs:
--------------------------------------------------------------------------------
1 | // neural network post-processing
2 |
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | using UnityEngine;
6 | using UnityEngine.Rendering;
7 |
8 | namespace NNPP
9 | {
10 | public class Tanh : NNLayerBase
11 | {
12 | private ComputeBuffer outputbuffer;
13 | public Tanh() : base()
14 | {
15 | KernelId = NNCompute.Instance.Kernel("Tanh");
16 | }
17 |
18 | public override void Init(Vector3Int inputShape)
19 | {
20 | base.Init(inputShape);
21 | if (outputbuffer != null)
22 | outputbuffer.Release();
23 | outputbuffer = new ComputeBuffer(OutputShape.x * OutputShape.y * OutputShape.z, sizeof(float));
24 | Output = outputbuffer;
25 | }
26 |
27 | public override void Release()
28 | {
29 | if (outputbuffer != null)
30 | outputbuffer.Release();
31 | }
32 |
33 | public override void Run(object[] input)
34 | {
35 | NNCompute.Instance.Shader.SetBuffer(KernelId, "LayerInput0", input[0] as ComputeBuffer);
36 | NNCompute.Instance.Shader.SetBuffer(KernelId, "LayerOutput", outputbuffer);
37 | NNCompute.Instance.Shader.Dispatch(KernelId, Mathf.CeilToInt(OutputShape.x * OutputShape.y * OutputShape.z / 32.0f), 1, 1);
38 | }
39 | }
40 | }
--------------------------------------------------------------------------------
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/Unity/test/Assets/NNPostProcessing/Scripts/NNLayers/upAndCat.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 |
7 | namespace Assets.NNPostProcessing.Scripts.NNLayers
8 | {
9 | class upAndCat
10 | {
11 | }
12 | }
13 |
--------------------------------------------------------------------------------
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/Unity/test/Assets/NNPostProcessing/Scripts/NNModelSerialize.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | public class NNModelSerialize
7 | {
8 | public List LayerTypes;
9 | public List LayerJson;
10 |
11 | public NNModelSerialize()
12 | {
13 | LayerTypes = new List();
14 | LayerJson = new List();
15 | }
16 | }
17 |
--------------------------------------------------------------------------------
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1 | // Copyright (c) 2016-2018 Jakub Boksansky - All Rights Reserved
2 | // Volumetric Ambient Occlusion Unity Plugin 2.0
3 |
4 | using UnityEngine;
5 | using UnityEngine.Rendering;
6 | #if UNITY_EDITOR
7 | using UnityEditor;
8 | using UnityEditor.AnimatedValues;
9 | #endif
10 | using System;
11 | using System.Collections.Generic;
12 | using System.Reflection;
13 |
14 |
15 | namespace Wilberforce.VAO
16 | {
17 |
18 | [ExecuteInEditMode]
19 | [RequireComponent(typeof(Camera))]
20 | [HelpURL("https://projectwilberforce.github.io/vaomanual/")]
21 | [AddComponentMenu("Image Effects/Rendering/Volumetric Ambient Occlusion")]
22 | public class VAOEffect : VAOEffectCommandBuffer
23 | {
24 | [ImageEffectOpaque]
25 | void OnRenderImage(RenderTexture source, RenderTexture destination)
26 | {
27 | this.PerformOnRenderImage(source, destination);
28 | }
29 |
30 |
31 |
32 |
33 | }
34 |
35 |
36 | #if UNITY_EDITOR
37 |
38 | [CustomEditor(typeof(VAOEffect))]
39 | public class VAOEffectEditorImageEffect : VAOEffectEditor { }
40 |
41 | #endif
42 | }
43 |
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1 | // Copyright (c) 2016-2018 Jakub Boksansky - All Rights Reserved
2 | // Volumetric Ambient Occlusion Unity Plugin 2.0
3 |
4 | Shader "Hidden/Wilberforce/VAOBeforeReflectionsBlendShader"
5 | {
6 | Properties
7 | {
8 | _MainTex("Texture", 2D) = "white" {}
9 | }
10 | CGINCLUDE
11 |
12 | #pragma target 3.0
13 |
14 | #pragma multi_compile WFORCE_VAO_COLORBLEED_OFF WFORCE_VAO_COLORBLEED_ON
15 |
16 | #include "VAO.cginc"
17 |
18 | ENDCG
19 | SubShader
20 | {
21 | Cull Off ZWrite Off ZTest Always
22 |
23 | // 0 - BlendBeforeReflections
24 | Pass{Blend 0 Zero One, Zero SrcAlpha // Multiply destination alpha by source alpha
25 | Blend 1 DstColor Zero, Zero One // Multiplicative
26 | CGPROGRAM
27 | #pragma vertex vertDoubleTexCopy #pragma fragment frag
28 | AoOutput frag(v2fDouble i) { return blendBeforeReflections(i); }
29 | ENDCG }
30 |
31 | // 1 - BlendBeforeReflectionsLog
32 | Pass{Blend 0 Zero One, Zero SrcAlpha // Multiply destination alpha by source alpha
33 | Blend 1 One Zero // Overwrite
34 | CGPROGRAM
35 | #pragma vertex vertDoubleTexCopy #pragma fragment frag
36 | AoOutput frag(v2fDouble i) { return blendBeforeReflectionsLog(i); }
37 | ENDCG }
38 | }
39 |
40 | // Fallback for systems where "Blend N" is not supported
41 | SubShader
42 | {
43 | Cull Off ZWrite Off ZTest Always
44 |
45 | // 0 - BlendBeforeReflections
46 | Pass{CGPROGRAM
47 | #pragma vertex vertDoubleTexCopy #pragma fragment frag
48 | AoOutput frag(v2fDouble i) { return blendBeforeReflections(i); }
49 | ENDCG }
50 |
51 | // 1 - BlendBeforeReflectionsLog
52 | Pass{CGPROGRAM
53 | #pragma vertex vertDoubleTexCopy #pragma fragment frag
54 | AoOutput frag(v2fDouble i) { return blendBeforeReflectionsLog(i); }
55 | ENDCG }
56 | }
57 | }
58 |
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1 | #============================================================#
2 | # #
3 | # __ ___ _ _ __ _ _ #
4 | # \ \ / (_) | | / _(_) (_) #
5 | # \ \ /\ / / _| | |__ ___ _ __| |_ ___ _ __ ___ ___ #
6 | # \ \/ \/ / | | | '_ \ / _ \ '__| _|/ _ \| '__/ __/ _ \ #
7 | # \ /\ / | | | |_) | __/ | | | | (_) | | | (_| __/ #
8 | # \/ \/ |_|_|_.__/ \___|_| |_| \___/|_| \___\___| #
9 | # #
10 | #============================================================#
11 |
12 | Volumetric Ambient Occlusion Unity Plugin 2.0
13 | Copyright (c) 2016-2018 Jakub Boksansky - All Rights Reserved
14 |
15 | Thank you for the purchase! Please contact us in case of any issues or questions and please rate our effect on the Asset store.
16 |
17 | For user manual please see attached PDF or following link:
18 | https://projectwilberforce.github.io/vaomanual
19 |
20 | In case of questions or issues, please contact us at:
21 | projectwilberforce@gmail.com
22 |
23 |
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1 |
2 | === Mon Aug 5 15:37:09 2019
3 |
4 | Packages were changed.
5 | Update Mode: mergeDefaultDependencies
6 |
7 | The following packages were added:
8 | com.unity.ext.nunit@1.0.0
9 | com.unity.test-framework@1.0.16
10 | com.unity.ide.vscode@1.0.7
11 | com.unity.ide.visualstudio@1.0.11
12 | com.unity.ide.rider@1.0.8
13 | com.unity.ugui@1.0.0
14 | com.unity.modules.androidjni@1.0.0
15 | The following packages were updated:
16 | com.unity.collab-proxy from version 1.2.9 to 1.2.16
17 | com.unity.textmeshpro from version 2.0.0 to 2.0.1
18 | com.unity.timeline from version 0.0.0-builtin to 1.1.0
19 |
20 | === Sat Aug 17 16:28:00 2019
21 |
22 | Packages were changed.
23 | Update Mode: updateDependencies
24 |
25 | The following packages were added:
26 | com.unity.2d.tilemap@1.0.0
27 | com.unity.2d.sprite@1.0.0
28 | The following packages were updated:
29 | com.unity.ide.rider from version 1.0.8 to 1.1.0
30 | com.unity.test-framework from version 1.0.16 to 1.0.17
31 |
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1 | {
2 | "dependencies": {
3 | "com.unity.2d.sprite": "1.0.0",
4 | "com.unity.2d.tilemap": "1.0.0",
5 | "com.unity.collab-proxy": "1.2.16",
6 | "com.unity.ext.nunit": "1.0.0",
7 | "com.unity.ide.rider": "1.1.0",
8 | "com.unity.ide.visualstudio": "1.0.11",
9 | "com.unity.ide.vscode": "1.0.7",
10 | "com.unity.test-framework": "1.0.17",
11 | "com.unity.textmeshpro": "2.0.1",
12 | "com.unity.timeline": "1.1.0",
13 | "com.unity.ugui": "1.0.0",
14 | "com.unity.modules.ai": "1.0.0",
15 | "com.unity.modules.androidjni": "1.0.0",
16 | "com.unity.modules.animation": "1.0.0",
17 | "com.unity.modules.assetbundle": "1.0.0",
18 | "com.unity.modules.audio": "1.0.0",
19 | "com.unity.modules.cloth": "1.0.0",
20 | "com.unity.modules.director": "1.0.0",
21 | "com.unity.modules.imageconversion": "1.0.0",
22 | "com.unity.modules.imgui": "1.0.0",
23 | "com.unity.modules.jsonserialize": "1.0.0",
24 | "com.unity.modules.particlesystem": "1.0.0",
25 | "com.unity.modules.physics": "1.0.0",
26 | "com.unity.modules.physics2d": "1.0.0",
27 | "com.unity.modules.screencapture": "1.0.0",
28 | "com.unity.modules.terrain": "1.0.0",
29 | "com.unity.modules.terrainphysics": "1.0.0",
30 | "com.unity.modules.tilemap": "1.0.0",
31 | "com.unity.modules.ui": "1.0.0",
32 | "com.unity.modules.uielements": "1.0.0",
33 | "com.unity.modules.umbra": "1.0.0",
34 | "com.unity.modules.unityanalytics": "1.0.0",
35 | "com.unity.modules.unitywebrequest": "1.0.0",
36 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
37 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
38 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
39 | "com.unity.modules.unitywebrequestwww": "1.0.0",
40 | "com.unity.modules.vehicles": "1.0.0",
41 | "com.unity.modules.video": "1.0.0",
42 | "com.unity.modules.vr": "1.0.0",
43 | "com.unity.modules.wind": "1.0.0",
44 | "com.unity.modules.xr": "1.0.0"
45 | }
46 | }
47 |
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26 | - name:
27 | cost: 1
28 | - name:
29 | cost: 1
30 | - name:
31 | cost: 1
32 | - name:
33 | cost: 1
34 | - name:
35 | cost: 1
36 | - name:
37 | cost: 1
38 | - name:
39 | cost: 1
40 | - name:
41 | cost: 1
42 | - name:
43 | cost: 1
44 | - name:
45 | cost: 1
46 | - name:
47 | cost: 1
48 | - name:
49 | cost: 1
50 | - name:
51 | cost: 1
52 | - name:
53 | cost: 1
54 | - name:
55 | cost: 1
56 | - name:
57 | cost: 1
58 | - name:
59 | cost: 1
60 | - name:
61 | cost: 1
62 | - name:
63 | cost: 1
64 | - name:
65 | cost: 1
66 | - name:
67 | cost: 1
68 | - name:
69 | cost: 1
70 | - name:
71 | cost: 1
72 | m_LastAgentTypeID: -887442657
73 | m_Settings:
74 | - serializedVersion: 2
75 | agentTypeID: 0
76 | agentRadius: 0.5
77 | agentHeight: 2
78 | agentSlope: 45
79 | agentClimb: 0.75
80 | ledgeDropHeight: 0
81 | maxJumpAcrossDistance: 0
82 | minRegionArea: 2
83 | manualCellSize: 0
84 | cellSize: 0.16666667
85 | manualTileSize: 0
86 | tileSize: 256
87 | accuratePlacement: 0
88 | debug:
89 | m_Flags: 0
90 | m_SettingNames:
91 | - Humanoid
92 |
--------------------------------------------------------------------------------
/Unity/test/ProjectSettings/PresetManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!1386491679 &1
4 | PresetManager:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | m_DefaultPresets: {}
8 |
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/Unity/test/ProjectSettings/ProjectVersion.txt:
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1 | m_EditorVersion: 2019.2.8f1
2 | m_EditorVersionWithRevision: 2019.2.8f1 (ff5b465c8d13)
3 |
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/Unity/test/ProjectSettings/TagManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!78 &1
4 | TagManager:
5 | serializedVersion: 2
6 | tags: []
7 | layers:
8 | - Default
9 | - TransparentFX
10 | - Ignore Raycast
11 | -
12 | - Water
13 | - UI
14 | -
15 | -
16 | -
17 | -
18 | -
19 | -
20 | -
21 | -
22 | -
23 | -
24 | -
25 | -
26 | -
27 | -
28 | -
29 | -
30 | -
31 | -
32 | -
33 | -
34 | -
35 | -
36 | -
37 | -
38 | -
39 | -
40 | m_SortingLayers:
41 | - name: Default
42 | uniqueID: 0
43 | locked: 0
44 |
--------------------------------------------------------------------------------
/Unity/test/ProjectSettings/TimeManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!5 &1
4 | TimeManager:
5 | m_ObjectHideFlags: 0
6 | Fixed Timestep: 0.02
7 | Maximum Allowed Timestep: 0.33333334
8 | m_TimeScale: 1
9 | Maximum Particle Timestep: 0.03
10 |
--------------------------------------------------------------------------------
/Unity/test/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 | serializedVersion: 1
7 | m_Enabled: 0
8 | m_TestMode: 0
9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events
10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events
11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com
12 | m_TestInitMode: 0
13 | CrashReportingSettings:
14 | m_EventUrl: https://perf-events.cloud.unity3d.com
15 | m_Enabled: 0
16 | m_LogBufferSize: 10
17 | m_CaptureEditorExceptions: 1
18 | UnityPurchasingSettings:
19 | m_Enabled: 0
20 | m_TestMode: 0
21 | UnityAnalyticsSettings:
22 | m_Enabled: 0
23 | m_TestMode: 0
24 | m_InitializeOnStartup: 1
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 |
--------------------------------------------------------------------------------
/Unity/test/ProjectSettings/VFXManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!937362698 &1
4 | VFXManager:
5 | m_ObjectHideFlags: 0
6 | m_IndirectShader: {fileID: 0}
7 | m_CopyBufferShader: {fileID: 0}
8 | m_SortShader: {fileID: 0}
9 | m_StripUpdateShader: {fileID: 0}
10 | m_RenderPipeSettingsPath:
11 | m_FixedTimeStep: 0.016666668
12 | m_MaxDeltaTime: 0.05
13 |
--------------------------------------------------------------------------------
/Unity/test/ProjectSettings/XRSettings.asset:
--------------------------------------------------------------------------------
1 | {
2 | "m_SettingKeys": [
3 | "VR Device Disabled",
4 | "VR Device User Alert"
5 | ],
6 | "m_SettingValues": [
7 | "False",
8 | "False"
9 | ]
10 | }
--------------------------------------------------------------------------------
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/Unity/test/Unity_lic.alf:
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/Unity/test/test_01.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 15
4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{1704EE9F-FC17-D53E-F5E2-ADFE02B88E4A}"
5 | EndProject
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{104532C9-3BEA-C946-191F-4B7C2CA4EB53}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Release|Any CPU = Release|Any CPU
12 | EndGlobalSection
13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
14 | {1704EE9F-FC17-D53E-F5E2-ADFE02B88E4A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
15 | {1704EE9F-FC17-D53E-F5E2-ADFE02B88E4A}.Debug|Any CPU.Build.0 = Debug|Any CPU
16 | {1704EE9F-FC17-D53E-F5E2-ADFE02B88E4A}.Release|Any CPU.ActiveCfg = Release|Any CPU
17 | {1704EE9F-FC17-D53E-F5E2-ADFE02B88E4A}.Release|Any CPU.Build.0 = Release|Any CPU
18 | {104532C9-3BEA-C946-191F-4B7C2CA4EB53}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
19 | {104532C9-3BEA-C946-191F-4B7C2CA4EB53}.Debug|Any CPU.Build.0 = Debug|Any CPU
20 | {104532C9-3BEA-C946-191F-4B7C2CA4EB53}.Release|Any CPU.ActiveCfg = Release|Any CPU
21 | {104532C9-3BEA-C946-191F-4B7C2CA4EB53}.Release|Any CPU.Build.0 = Release|Any CPU
22 | EndGlobalSection
23 | GlobalSection(SolutionProperties) = preSolution
24 | HideSolutionNode = FALSE
25 | EndGlobalSection
26 | EndGlobal
27 |
--------------------------------------------------------------------------------
/Unity/test/test_02.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 15
4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{7DAE6C19-4091-04D6-BF8E-0B72D055F352}"
5 | EndProject
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{765132B8-BBEC-112D-8BAF-1CB25DFD32F2}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Release|Any CPU = Release|Any CPU
12 | EndGlobalSection
13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
14 | {7DAE6C19-4091-04D6-BF8E-0B72D055F352}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
15 | {7DAE6C19-4091-04D6-BF8E-0B72D055F352}.Debug|Any CPU.Build.0 = Debug|Any CPU
16 | {7DAE6C19-4091-04D6-BF8E-0B72D055F352}.Release|Any CPU.ActiveCfg = Release|Any CPU
17 | {7DAE6C19-4091-04D6-BF8E-0B72D055F352}.Release|Any CPU.Build.0 = Release|Any CPU
18 | {765132B8-BBEC-112D-8BAF-1CB25DFD32F2}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
19 | {765132B8-BBEC-112D-8BAF-1CB25DFD32F2}.Debug|Any CPU.Build.0 = Debug|Any CPU
20 | {765132B8-BBEC-112D-8BAF-1CB25DFD32F2}.Release|Any CPU.ActiveCfg = Release|Any CPU
21 | {765132B8-BBEC-112D-8BAF-1CB25DFD32F2}.Release|Any CPU.Build.0 = Release|Any CPU
22 | EndGlobalSection
23 | GlobalSection(SolutionProperties) = preSolution
24 | HideSolutionNode = FALSE
25 | EndGlobalSection
26 | EndGlobal
27 |
--------------------------------------------------------------------------------
/Unity/test/test_03 - 副本.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 15
4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{A7B5E1EA-D2DD-9C2C-E9D7-683D33CD4597}"
5 | EndProject
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{B1ECBC2A-37A9-4B8B-0CAC-3C5766344CF6}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Release|Any CPU = Release|Any CPU
12 | EndGlobalSection
13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
14 | {A7B5E1EA-D2DD-9C2C-E9D7-683D33CD4597}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
15 | {A7B5E1EA-D2DD-9C2C-E9D7-683D33CD4597}.Debug|Any CPU.Build.0 = Debug|Any CPU
16 | {A7B5E1EA-D2DD-9C2C-E9D7-683D33CD4597}.Release|Any CPU.ActiveCfg = Release|Any CPU
17 | {A7B5E1EA-D2DD-9C2C-E9D7-683D33CD4597}.Release|Any CPU.Build.0 = Release|Any CPU
18 | {B1ECBC2A-37A9-4B8B-0CAC-3C5766344CF6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
19 | {B1ECBC2A-37A9-4B8B-0CAC-3C5766344CF6}.Debug|Any CPU.Build.0 = Debug|Any CPU
20 | {B1ECBC2A-37A9-4B8B-0CAC-3C5766344CF6}.Release|Any CPU.ActiveCfg = Release|Any CPU
21 | {B1ECBC2A-37A9-4B8B-0CAC-3C5766344CF6}.Release|Any CPU.Build.0 = Release|Any CPU
22 | EndGlobalSection
23 | GlobalSection(SolutionProperties) = preSolution
24 | HideSolutionNode = FALSE
25 | EndGlobalSection
26 | EndGlobal
27 |
--------------------------------------------------------------------------------
/Unity/test/test_03.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 15
4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{0EB1319B-FEDF-C07C-AC16-984EB622EBEE}"
5 | EndProject
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{9C9EC6E1-A20E-1052-050C-38E4DB63AA42}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Release|Any CPU = Release|Any CPU
12 | EndGlobalSection
13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
14 | {0EB1319B-FEDF-C07C-AC16-984EB622EBEE}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
15 | {0EB1319B-FEDF-C07C-AC16-984EB622EBEE}.Debug|Any CPU.Build.0 = Debug|Any CPU
16 | {0EB1319B-FEDF-C07C-AC16-984EB622EBEE}.Release|Any CPU.ActiveCfg = Release|Any CPU
17 | {0EB1319B-FEDF-C07C-AC16-984EB622EBEE}.Release|Any CPU.Build.0 = Release|Any CPU
18 | {9C9EC6E1-A20E-1052-050C-38E4DB63AA42}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
19 | {9C9EC6E1-A20E-1052-050C-38E4DB63AA42}.Debug|Any CPU.Build.0 = Debug|Any CPU
20 | {9C9EC6E1-A20E-1052-050C-38E4DB63AA42}.Release|Any CPU.ActiveCfg = Release|Any CPU
21 | {9C9EC6E1-A20E-1052-050C-38E4DB63AA42}.Release|Any CPU.Build.0 = Release|Any CPU
22 | EndGlobalSection
23 | GlobalSection(SolutionProperties) = preSolution
24 | HideSolutionNode = FALSE
25 | EndGlobalSection
26 | EndGlobal
27 |
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
https://raw.githubusercontent.com/chuhuaxian/DeepAO/8419bca320f03608a9815fbbc8bf666a23e87bba/img/DATASET.png
--------------------------------------------------------------------------------