├── .DS_Store ├── Assets ├── .DS_Store ├── ProceduralGeneration │ ├── Scripts │ │ ├── ShapeTypes.cs │ │ ├── Extensions.meta │ │ ├── Cube.cs.meta │ │ ├── Grid.cs.meta │ │ ├── Quad.cs.meta │ │ ├── Shape.cs.meta │ │ ├── GridLine.cs.meta │ │ ├── ShapeTypes.cs.meta │ │ ├── GridWithParams.cs.meta │ │ ├── ProceduralParam.cs.meta │ │ ├── ShapeRotator.cs.meta │ │ ├── ProceduralShapes.cs.meta │ │ ├── Shape.cs │ │ ├── Extensions │ │ │ ├── MeshRendererExtensions.cs.meta │ │ │ └── MeshRendererExtensions.cs │ │ ├── ShapeRotator.cs │ │ ├── GridLine.cs │ │ ├── Quad.cs │ │ ├── ProceduralParam.cs │ │ ├── ProceduralShapes.cs │ │ ├── Cube.cs │ │ ├── GridWithParams.cs │ │ └── Grid.cs │ ├── Textures │ │ ├── Test.jpg │ │ ├── Test2.jpg │ │ ├── Test2.jpg.meta │ │ └── Test.jpg.meta │ ├── Editor.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── CubeExample.unity.meta │ │ ├── GridExample.unity.meta │ │ ├── QuadExample.unity.meta │ │ ├── CubeMovementExample.unity.meta │ │ ├── GridWithParamsExample.unity.meta │ │ ├── GridWithParamsGridLinesExample.unity.meta │ │ └── CubeExample.unity │ ├── Materials.meta │ ├── Scripts.meta │ ├── Textures.meta │ ├── ProceduralParams.meta │ ├── Materials │ │ ├── Ground.mat.meta │ │ ├── Skybox_Mat.mat.meta │ │ ├── Default_1_Mat.mat.meta │ │ ├── Default_2_Mat.mat.meta │ │ ├── Default_3_Mat.mat.meta │ │ ├── DefaultBuilding_Mat.mat.meta │ │ ├── Skybox_Mat.mat │ │ ├── DefaultBuilding_Mat.mat │ │ ├── Default_1_Mat.mat │ │ ├── Ground.mat │ │ ├── Default_2_Mat.mat │ │ └── Default_3_Mat.mat │ ├── ProceduralParams │ │ ├── ProceduralParameter_1.asset.meta │ │ ├── ProceduralParameter_2.asset.meta │ │ ├── ProceduralParameter_3.asset.meta │ │ ├── ProceduralParameter_2.asset │ │ ├── ProceduralParameter_3.asset │ │ └── ProceduralParameter_1.asset │ └── Editor │ │ ├── GridWithParamsEditor.cs.meta │ │ └── GridWithParamsEditor.cs ├── Prefabs.meta ├── Prefabs │ ├── CheckeredPlane.prefab.meta │ └── CheckeredPlane.prefab ├── Scenes.meta ├── Scripts.meta ├── LWRPSupport.meta ├── Materials.meta ├── Settings.meta ├── Textures.meta ├── ProceduralGeneration.meta ├── Scenes │ ├── ProceduralGenerationExample.unity.meta │ └── ProceduralGenerationExample.unity ├── LWRPSupport │ ├── Unity.XR.ARFoundation.LWRPSupport.asmdef.meta │ ├── ARKitLWRPMaterial.mat.meta │ ├── ARCoreBackgroundLWRPMaterial.mat.meta │ ├── LWRPBackgroundRendererAsset.asset.meta │ ├── ARKitLWRPShader.shader.meta │ ├── ARCoreBackgroundLWRP.shader.meta │ ├── LWRPBackgroundRenderer.cs.meta │ ├── LWRPBeforeCameraRender.cs.meta │ ├── LWRPBackgroundRenderPass.cs.meta │ ├── LWRPBackgroundRendererAsset.cs.meta │ ├── Unity.XR.ARFoundation.LWRPSupport.asmdef │ ├── LWRPBackgroundRendererAsset.asset │ ├── LWRPBeforeCameraRender.cs │ ├── ARCoreBackgroundLWRP.shader │ ├── LWRPBackgroundRenderer.cs │ ├── ARCoreBackgroundLWRPMaterial.mat │ ├── LWRPBackgroundRendererAsset.cs │ ├── ARKitLWRPShader.shader │ ├── ARKitLWRPMaterial.mat │ └── LWRPBackgroundRenderPass.cs ├── Materials │ ├── Default-Line.mat.meta │ ├── Default-Plane.mat.meta │ ├── Default-Plane.mat │ └── Default-Line.mat ├── Settings │ ├── LightweightRenderPipelineAsset.asset.meta │ └── LightweightRenderPipelineAsset.asset └── Scripts │ ├── ParamsBinding.cs.meta │ ├── PlaceObjectOnPlane.cs.meta │ ├── ParamsBinding.cs │ └── PlaceObjectOnPlane.cs ├── README.md ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── XRSettings.asset ├── TimeManager.asset ├── VFXManager.asset ├── EditorBuildSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── QualitySettings.asset └── ProjectSettings.asset ├── Logs └── Packages-Update.log ├── .gitignore ├── .vscode └── settings.json └── Packages └── manifest.json /.DS_Store: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dilmerv/UnityARProceduralGeneration/HEAD/.DS_Store -------------------------------------------------------------------------------- /Assets/.DS_Store: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dilmerv/UnityARProceduralGeneration/HEAD/Assets/.DS_Store -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityARProceduralGeneration 2 | A procedural generation demo with Augmented Reality 3 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/ShapeTypes.cs: -------------------------------------------------------------------------------- 1 | public enum ShapeTypes 2 | { 3 | Cube, 4 | Quad 5 | } -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2019.1.5f1 2 | m_EditorVersionWithRevision: 2019.1.5f1 (0ca0f5646614) 3 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Textures/Test.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dilmerv/UnityARProceduralGeneration/HEAD/Assets/ProceduralGeneration/Textures/Test.jpg -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Textures/Test2.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dilmerv/UnityARProceduralGeneration/HEAD/Assets/ProceduralGeneration/Textures/Test2.jpg -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /ProjectSettings/PresetManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1386491679 &1 4 | PresetManager: 5 | m_ObjectHideFlags: 0 6 | m_DefaultList: [] 7 | -------------------------------------------------------------------------------- /Assets/Prefabs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 07c51b2f7a87b44bca31566b8d96f55e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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/Assets/ProceduralGeneration/Scripts/ShapeRotator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ac3b29e8dbcd740689a9e6503913313f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Editor/GridWithParamsEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3c500c2703a474eb4afc3322eb138f38 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/ProceduralShapes.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e99d699c4495847c39ffe5639b029f68 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/Shape.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public abstract class Shape 4 | { 5 | public ShapeTypes ShapeType { get;set; } 6 | 7 | public float Width { get;set; } 8 | 9 | public float Height { get;set; } 10 | 11 | public float Depth { get;set; } 12 | 13 | public abstract Mesh Generate(); 14 | } -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/ShapeRotator.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ShapeRotator : MonoBehaviour 6 | { 7 | [SerializeField] 8 | private Vector3 speed = Vector3.zero; 9 | 10 | void Update() => transform.Rotate(speed * Time.deltaTime, Space.World); 11 | } 12 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: 8 | - enabled: 1 9 | path: Assets/ProceduralGeneration/Scenes/GridWithParamsGridLinesExample.unity 10 | guid: 2e1a6969cbfa6483d842dfaecd6e5020 11 | m_configObjects: {} 12 | -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Fri Jun 14 06:50:27 2019 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were updated: 8 | com.unity.analytics from version 3.2.2 to 3.3.2 9 | com.unity.collab-proxy from version 1.2.9 to 1.2.16 10 | com.unity.package-manager-ui from version 2.1.1 to 2.1.2 11 | com.unity.purchasing from version 2.0.1 to 2.0.6 12 | com.unity.textmeshpro from version 1.3.0 to 2.0.1 13 | com.unity.timeline from version 0.0.0-builtin to 1.0.0 14 | -------------------------------------------------------------------------------- /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 | serializedVersion: 2 7 | m_Volume: 1 8 | Rolloff Scale: 1 9 | Doppler Factor: 1 10 | Default Speaker Mode: 2 11 | m_SampleRate: 0 12 | m_DSPBufferSize: 1024 13 | m_VirtualVoiceCount: 512 14 | m_RealVoiceCount: 32 15 | m_SpatializerPlugin: 16 | m_AmbisonicDecoderPlugin: 17 | m_DisableAudio: 0 18 | m_VirtualizeEffects: 1 19 | m_RequestedDSPBufferSize: 1024 20 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | 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-------------------------------------------------------------------------------- /Assets/ProceduralGeneration/ProceduralParams/ProceduralParameter_3.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: bafffc9e7f9ad47f994e4bd946c83e2c, type: 3} 13 | m_Name: ProceduralParameter_3 14 | m_EditorClassIdentifier: 15 | width: 12 16 | height: 14 17 | shapeWidth: 2 18 | shapeHeight: 2 19 | shapeDepth: 2 20 | maxRandomHeight: 2.2 21 | maxRandomWidth: 1 22 | maxRandomDepth: 1 23 | maxRandomHeightOffset: 1 24 | maxRandomWidthOffset: 1 25 | maxRandomDepthOffset: 1 26 | randomSeed: 51 27 | ShapeType: 0 28 | makeShapesStatic: 1 29 | shouldGenerateRigidBodies: 0 30 | marginBetweenShapes: {x: 1, y: 1, z: 1} 31 | defaultMaterials: [] 32 | shaderName: Lightweight Render Pipeline/Lit 33 | proceduralMaterialsToGenerate: 3 34 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/ProceduralParams/ProceduralParameter_1.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: bafffc9e7f9ad47f994e4bd946c83e2c, type: 3} 13 | m_Name: ProceduralParameter_1 14 | m_EditorClassIdentifier: 15 | width: 5 16 | height: 5 17 | shapeWidth: 0.05 18 | shapeHeight: 0.03 19 | shapeDepth: 0.05 20 | maxRandomHeight: 15.4 21 | maxRandomWidth: 1 22 | maxRandomDepth: 1 23 | maxRandomHeightOffset: 1 24 | maxRandomWidthOffset: 1 25 | maxRandomDepthOffset: 1 26 | randomSeed: 35 27 | ShapeType: 0 28 | makeShapesStatic: 1 29 | shouldGenerateRigidBodies: 0 30 | marginBetweenShapes: {x: 1, y: 1, z: 1} 31 | defaultMaterials: [] 32 | shaderName: Lightweight Render Pipeline/Lit 33 | proceduralMaterialsToGenerate: 49 34 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/GridLine.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class GridLine : MonoBehaviour 4 | { 5 | [SerializeField] 6 | private Color color = new Color(1, 0, 0, 0.5f); 7 | 8 | [SerializeField] 9 | private GridWithParams gridWithParams; 10 | 11 | [SerializeField] 12 | private Vector3 gridOffset = Vector3.zero; 13 | 14 | public enum DrawOptions 15 | { 16 | Selection, 17 | Always 18 | } 19 | 20 | [SerializeField] 21 | private DrawOptions Options = DrawOptions.Always; 22 | 23 | void OnDrawGizmos() 24 | { 25 | if(Options == DrawOptions.Always && gridWithParams != null) 26 | { 27 | Gizmos.color = color; 28 | Gizmos.DrawCube(gridWithParams.Bounds.center, gridWithParams.Bounds.size + gridOffset); 29 | } 30 | } 31 | 32 | void OnDrawGizmosSelected() 33 | { 34 | if(Options == DrawOptions.Selection && gridWithParams != null) 35 | { 36 | Gizmos.color = color; 37 | Gizmos.DrawCube(gridWithParams.Bounds.center, gridWithParams.Bounds.size + gridOffset); 38 | } 39 | } 40 | } -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 11 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 0 23 | m_ReuseCollisionCallbacks: 1 24 | m_ClothInterCollisionSettingsToggle: 0 25 | m_ContactPairsMode: 0 26 | m_BroadphaseType: 0 27 | m_WorldBounds: 28 | m_Center: {x: 0, y: 0, z: 0} 29 | m_Extent: {x: 250, y: 250, z: 250} 30 | m_WorldSubdivisions: 8 31 | m_FrictionType: 0 32 | m_EnableEnhancedDeterminism: 0 33 | m_EnableUnifiedHeightmaps: 1 34 | m_DefaultMaxAngluarSpeed: 7 35 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/Extensions/MeshRendererExtensions.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public static class MeshRendererExtensions 4 | { 5 | public static void ApplyRandomMaterial(this MeshRenderer renderer, string shaderName, string gameObjectName) 6 | { 7 | Material randomMaterial = new Material(Shader.Find(shaderName)); 8 | randomMaterial.name = $"{gameObjectName}_material"; 9 | randomMaterial.color = GetRandomColor(); 10 | randomMaterial.EnableKeyword("_EMISSION"); 11 | randomMaterial.SetInt("_Cull", 0); 12 | randomMaterial.SetColor("_EmissionColor", randomMaterial.color); 13 | renderer.material = randomMaterial; 14 | } 15 | 16 | public static Material[] GetRandomMaterials(string shaderName, int count) 17 | { 18 | Material[] materials = new Material[count]; 19 | for(int i = 0; i < count; i++){ 20 | Material randomMaterial = new Material(Shader.Find(shaderName)); 21 | randomMaterial.name = $"{i}_material"; 22 | randomMaterial.color = GetRandomColor(); 23 | randomMaterial.EnableKeyword("_EMISSION"); 24 | randomMaterial.SetInt("_Cull", 0); 25 | randomMaterial.SetColor("_EmissionColor", randomMaterial.color); 26 | materials[i] = randomMaterial; 27 | } 28 | return materials; 29 | } 30 | 31 | static Color GetRandomColor() => Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f); 32 | 33 | } -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Editor/GridWithParamsEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | [CustomEditor(typeof(GridWithParams))] 5 | public class GridWithParamsEditor : Editor 6 | { 7 | private GridWithParams gridWithParams; 8 | private Editor editor; 9 | 10 | private void OnEnable() 11 | { 12 | gridWithParams = (GridWithParams)target; 13 | } 14 | 15 | public override void OnInspectorGUI() 16 | { 17 | if (DrawDefaultInspector()) 18 | { 19 | gridWithParams.BuildGrid(); 20 | } 21 | 22 | DrawSettingsEditor(gridWithParams.parameters, gridWithParams.BuildGrid, true, ref editor); 23 | } 24 | 25 | void DrawSettingsEditor(Object settings, System.Action onSettingsUpdated, bool foldout, ref Editor editor) 26 | { 27 | if (settings != null) 28 | { 29 | foldout = EditorGUILayout.InspectorTitlebar(foldout, settings); 30 | using (var check = new EditorGUI.ChangeCheckScope()) 31 | { 32 | if (foldout) 33 | { 34 | CreateCachedEditor(settings, null, ref editor); 35 | editor.OnInspectorGUI(); 36 | 37 | if (check.changed) 38 | { 39 | if (onSettingsUpdated != null) 40 | { 41 | onSettingsUpdated(); 42 | } 43 | } 44 | } 45 | } 46 | } 47 | } 48 | } -------------------------------------------------------------------------------- /Assets/LWRPSupport/LWRPBeforeCameraRender.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine.Experimental.XR; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.LWRP; 4 | using UnityEngine.Experimental.Rendering.LWRP; 5 | 6 | namespace UnityEngine.XR.ARFoundation 7 | { 8 | public class LWRPBeforeCameraRender : MonoBehaviour, IBeforeRender 9 | { 10 | const string k_ARBlitTag = "ARBackground Blit Pass"; 11 | 12 | public Material blitMaterial { get; set; } 13 | 14 | /// 15 | /// Create, setup and return a ScriptableRenderPass that will blit the pass-thru video when this GameObject is rendered. 16 | /// 17 | /// RenderTextureDescriptor for this pass. 18 | /// RenderTargetHandle for color buffer. 19 | /// RenderTargetHandle for depth buffer. 20 | /// ClearFlag used for rendering. 21 | /// 22 | public ScriptableRenderPass GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle, 23 | RenderTargetHandle depthHandle, ClearFlag clearFlag) 24 | { 25 | var lwrpBackgroundRenderPass = new LWRPBackgroundRenderPass(); 26 | lwrpBackgroundRenderPass.Setup(blitMaterial, colorHandle.Identifier(), depthHandle.Identifier(), 27 | baseDescriptor); 28 | return lwrpBackgroundRenderPass; 29 | } 30 | } 31 | } 32 | -------------------------------------------------------------------------------- /Assets/Settings/LightweightRenderPipelineAsset.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3} 13 | m_Name: LightweightRenderPipelineAsset 14 | m_EditorClassIdentifier: 15 | 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m_ShaderVariantLogLevel: 0 46 | -------------------------------------------------------------------------------- /.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "files.exclude": 3 | { 4 | "**/.DS_Store":true, 5 | "**/.git":true, 6 | "**/.gitignore":true, 7 | "**/.gitmodules":true, 8 | "**/*.booproj":true, 9 | "**/*.pidb":true, 10 | "**/*.suo":true, 11 | "**/*.user":true, 12 | "**/*.userprefs":true, 13 | "**/*.unityproj":true, 14 | "**/*.dll":true, 15 | "**/*.exe":true, 16 | "**/*.pdf":true, 17 | "**/*.mid":true, 18 | "**/*.midi":true, 19 | "**/*.wav":true, 20 | "**/*.gif":true, 21 | "**/*.ico":true, 22 | "**/*.jpg":true, 23 | "**/*.jpeg":true, 24 | "**/*.png":true, 25 | "**/*.psd":true, 26 | "**/*.tga":true, 27 | "**/*.tif":true, 28 | "**/*.tiff":true, 29 | "**/*.3ds":true, 30 | "**/*.3DS":true, 31 | "**/*.fbx":true, 32 | "**/*.FBX":true, 33 | "**/*.lxo":true, 34 | "**/*.LXO":true, 35 | "**/*.ma":true, 36 | "**/*.MA":true, 37 | "**/*.obj":true, 38 | "**/*.OBJ":true, 39 | "**/*.asset":true, 40 | "**/*.cubemap":true, 41 | "**/*.flare":true, 42 | "**/*.mat":true, 43 | "**/*.meta":true, 44 | "**/*.prefab":true, 45 | "**/*.unity":true, 46 | "build/":true, 47 | "Build/":true, 48 | "Library/":true, 49 | "library/":true, 50 | "obj/":true, 51 | "Obj/":true, 52 | "ProjectSettings/":true, 53 | "temp/":true, 54 | "Temp/":true 55 | } 56 | } -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/Quad.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Quad : Shape 4 | { 5 | public override Mesh Generate() 6 | { 7 | ShapeType = ShapeTypes.Quad; 8 | 9 | Mesh mesh = new Mesh(); 10 | 11 | // Step 1 - Create & Assign Vertices 12 | Vector3[] vertices = new Vector3[4]; 13 | vertices[0] = new Vector3(0, 0, 0); 14 | vertices[1] = new Vector3(Width, 0, 0); 15 | vertices[2] = new Vector3(0, 0, Height); 16 | vertices[3] = new Vector3(Width,0, Height); 17 | 18 | // Step 2 - Create & Assign Triangles 19 | int[] triangles = new int[6]; 20 | triangles[0] = 0; // first triangle 21 | triangles[1] = 2; 22 | triangles[2] = 1; 23 | 24 | triangles[3] = 2; // second triangle 25 | triangles[4] = 3; 26 | triangles[5] = 1; 27 | 28 | // Step 3 - Create & Assign normal 29 | Vector3[] normals = new Vector3[4]; 30 | normals[0] = -Vector3.forward; 31 | normals[1] = -Vector3.forward; 32 | normals[2] = -Vector3.forward; 33 | normals[3] = -Vector3.forward; 34 | 35 | // Step 4 - Create & Assign the UVs 36 | Vector2[] uvs = new Vector2[4]; 37 | uvs[0] = new Vector2(0,0); 38 | uvs[1] = new Vector2(1,0); 39 | uvs[2] = new Vector2(0,1); 40 | uvs[3] = new Vector2(1,1); 41 | 42 | mesh.vertices = vertices; 43 | mesh.triangles = triangles; 44 | mesh.normals = normals; 45 | mesh.uv = uvs; 46 | 47 | mesh.Optimize(); 48 | 49 | return mesh; 50 | } 51 | } -------------------------------------------------------------------------------- /Assets/LWRPSupport/ARCoreBackgroundLWRP.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/ARCoreBackgroundLWRP" 2 | { 3 | Properties 4 | { 5 | _MainTex("Texture", 2D) = "white" {} 6 | } 7 | 8 | // For GLES3 9 | SubShader 10 | { 11 | Pass 12 | { 13 | ZWrite Off 14 | Cull Off 15 | 16 | GLSLPROGRAM 17 | 18 | #pragma only_renderers gles3 19 | 20 | #ifdef SHADER_API_GLES3 21 | #extension GL_OES_EGL_image_external_essl3 : require 22 | #endif 23 | 24 | uniform mat4 _UnityDisplayTransform; 25 | 26 | #ifdef VERTEX 27 | varying vec2 textureCoord; 28 | 29 | void main() 30 | { 31 | #ifdef SHADER_API_GLES3 32 | float flippedV = 1.0 - gl_MultiTexCoord0.y; 33 | textureCoord.x = _UnityDisplayTransform[0].x * gl_MultiTexCoord0.x + _UnityDisplayTransform[1].x * flippedV + _UnityDisplayTransform[2].x; 34 | textureCoord.y = _UnityDisplayTransform[0].y * gl_MultiTexCoord0.x + _UnityDisplayTransform[1].y * flippedV + _UnityDisplayTransform[2].y; 35 | gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; 36 | #endif 37 | } 38 | #endif 39 | 40 | #ifdef FRAGMENT 41 | varying vec2 textureCoord; 42 | uniform samplerExternalOES _MainTex; 43 | 44 | void main() 45 | { 46 | #ifdef SHADER_API_GLES3 47 | gl_FragColor = vec4(texture(_MainTex, textureCoord).xyz, 1); 48 | #endif 49 | } 50 | 51 | #endif 52 | ENDGLSL 53 | } 54 | } 55 | 56 | FallBack Off 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Scripts/ParamsBinding.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | public class ParamsBinding : MonoBehaviour 6 | { 7 | [SerializeField] 8 | private GridWithParams gridWithParams; 9 | 10 | [SerializeField] 11 | private Slider widthSlider; 12 | 13 | [SerializeField] 14 | private Slider heightSlider; 15 | 16 | [SerializeField] 17 | private Button toggleParamsButton; 18 | 19 | [SerializeField] 20 | private RectTransform toggleParamsArea; 21 | 22 | public bool IsParamsAreaVisible 23 | { 24 | get 25 | { 26 | return toggleParamsArea.gameObject.activeSelf; 27 | } 28 | } 29 | 30 | void Awake() 31 | { 32 | widthSlider.onValueChanged.AddListener(WidthSliderChanged); 33 | heightSlider.onValueChanged.AddListener(HeightSliderChanged); 34 | toggleParamsButton.onClick.AddListener(Toggle); 35 | } 36 | 37 | void WidthSliderChanged(float newValue) 38 | { 39 | gridWithParams.parameters.width = (int)newValue; 40 | gridWithParams.BuildGrid(); 41 | } 42 | 43 | void HeightSliderChanged(float newValue) 44 | { 45 | gridWithParams.parameters.height = (int)newValue; 46 | gridWithParams.BuildGrid(); 47 | } 48 | 49 | void Toggle() 50 | { 51 | bool visibility = !toggleParamsArea.gameObject.activeSelf; 52 | toggleParamsArea.gameObject.SetActive(visibility); 53 | 54 | Text toggleText = toggleParamsButton.GetComponentInChildren(); 55 | toggleText.text = visibility ? "Params off" : "Params on"; 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 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 | -------------------------------------------------------------------------------- /Assets/LWRPSupport/LWRPBackgroundRenderer.cs: -------------------------------------------------------------------------------- 1 | 2 | namespace UnityEngine.XR.ARFoundation 3 | { 4 | 5 | public class LWRPBackgroundRenderer : ARFoundationBackgroundRenderer 6 | { 7 | CameraClearFlags m_SavedClearFlags; 8 | LWRPBeforeCameraRender m_LWRPBeforeCameraRender; 9 | 10 | protected override bool EnableARBackgroundRendering() 11 | { 12 | if (m_BackgroundMaterial == null) 13 | return false; 14 | 15 | camera = m_Camera ? m_Camera : Camera.main; 16 | 17 | if (camera == null) 18 | return false; 19 | 20 | // Clear flags 21 | m_SavedClearFlags = camera.clearFlags; 22 | camera.clearFlags = CameraClearFlags.Depth; 23 | 24 | if (m_LWRPBeforeCameraRender == null) 25 | { 26 | m_LWRPBeforeCameraRender = camera.gameObject.GetComponent(); 27 | } 28 | 29 | m_LWRPBeforeCameraRender.blitMaterial = m_BackgroundMaterial; 30 | 31 | return true; 32 | 33 | } 34 | 35 | 36 | protected override void DisableARBackgroundRendering() 37 | { 38 | if (m_BackgroundMaterial == null) 39 | return; 40 | 41 | camera = m_Camera ? m_Camera : Camera.main; 42 | if (camera == null) 43 | return; 44 | camera.clearFlags = m_SavedClearFlags; 45 | 46 | if (m_LWRPBeforeCameraRender != null) 47 | { 48 | m_LWRPBeforeCameraRender.blitMaterial = null; 49 | m_LWRPBeforeCameraRender = null; 50 | } 51 | 52 | } 53 | 54 | } 55 | 56 | } 57 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/ProceduralParam.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [CreateAssetMenu(fileName = "ProceduralParameter", menuName = "Procedural/Parameter", order = 0)] 4 | public class ProceduralParam : ScriptableObject 5 | { 6 | [SerializeField,Range(1,200)] 7 | public int width = 1; 8 | 9 | [SerializeField,Range(1,200)] 10 | public int height = 1; 11 | 12 | [SerializeField,Range(0,50.0f)] 13 | public float shapeWidth = 2.0f; 14 | 15 | [SerializeField,Range(0,50.0f)] 16 | public float shapeHeight = 2.0f; 17 | 18 | [SerializeField,Range(0,50.0f)] 19 | public float shapeDepth = 2.0f; 20 | 21 | [SerializeField,Range(0, 50.0f)] 22 | public float maxRandomHeight = 1.0f; 23 | 24 | [SerializeField,Range(0, 50.0f)] 25 | public float maxRandomWidth = 1.0f; 26 | 27 | [SerializeField,Range(0, 50.0f)] 28 | public float maxRandomDepth = 1.0f; 29 | 30 | [SerializeField,Range(0, 50.0f)] 31 | public float maxRandomHeightOffset = 1.0f; 32 | 33 | [SerializeField,Range(0, 50.0f)] 34 | public float maxRandomWidthOffset = 1.0f; 35 | 36 | [SerializeField,Range(0, 50.0f)] 37 | public float maxRandomDepthOffset = 1.0f; 38 | 39 | [SerializeField, Range(1,100)] 40 | public int randomSeed = 1; 41 | 42 | [SerializeField] 43 | public ShapeTypes ShapeType = ShapeTypes.Cube; 44 | 45 | [SerializeField] 46 | public bool makeShapesStatic = true; 47 | 48 | [SerializeField] 49 | public bool shouldGenerateRigidBodies = false; 50 | 51 | [SerializeField] 52 | public Vector3 marginBetweenShapes = new Vector3(1.0f, 1.0f, 1.0f); 53 | 54 | [SerializeField] 55 | public Material[] defaultMaterials = null; 56 | 57 | [SerializeField] 58 | public string shaderName = "Lightweight Render Pipeline/Lit"; 59 | 60 | [SerializeField, Range(0,100), Tooltip("How many procedural materials to generate?")] 61 | public int proceduralMaterialsToGenerate = 3; 62 | } -------------------------------------------------------------------------------- /Assets/Scripts/PlaceObjectOnPlane.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.XR.ARFoundation; 5 | using UnityEngine.XR.ARSubsystems; 6 | 7 | [RequireComponent(typeof(ARRaycastManager))] 8 | public class PlaceObjectOnPlane : MonoBehaviour 9 | { 10 | [SerializeField] 11 | private ParamsBinding paramsBinding; 12 | 13 | [SerializeField, Tooltip("Object to move around the plane")] 14 | private GameObject placedObject; 15 | 16 | public static event Action onPlacedObject; 17 | 18 | ARRaycastManager m_RaycastManager; 19 | 20 | static List s_Hits = new List(); 21 | 22 | void Awake() 23 | { 24 | placedObject.SetActive(false); 25 | m_RaycastManager = GetComponent(); 26 | } 27 | 28 | void OnEnable() 29 | { 30 | if(placedObject == null) 31 | { 32 | Debug.LogError("You must set placedObject in order to use this class"); 33 | enabled = false; 34 | } 35 | } 36 | 37 | void Update() 38 | { 39 | if (Input.touchCount > 0 && !paramsBinding.IsParamsAreaVisible) 40 | { 41 | Touch touch = Input.GetTouch(0); 42 | if (touch.phase == TouchPhase.Moved) 43 | { 44 | if (m_RaycastManager.Raycast(touch.position, s_Hits, TrackableType.PlaneWithinPolygon)) 45 | { 46 | Pose hitPose = s_Hits[0].pose; 47 | 48 | placedObject.transform.position = hitPose.position; 49 | placedObject.transform.rotation = hitPose.rotation; 50 | placedObject.SetActive(true); 51 | 52 | if (onPlacedObject != null) 53 | { 54 | onPlacedObject(); 55 | } 56 | } 57 | } 58 | } 59 | } 60 | } 61 | -------------------------------------------------------------------------------- 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"1.0.0", 23 | "com.unity.modules.director": "1.0.0", 24 | "com.unity.modules.imageconversion": "1.0.0", 25 | "com.unity.modules.imgui": "1.0.0", 26 | "com.unity.modules.jsonserialize": "1.0.0", 27 | "com.unity.modules.particlesystem": "1.0.0", 28 | "com.unity.modules.physics": "1.0.0", 29 | "com.unity.modules.physics2d": "1.0.0", 30 | "com.unity.modules.screencapture": "1.0.0", 31 | "com.unity.modules.terrain": "1.0.0", 32 | "com.unity.modules.terrainphysics": "1.0.0", 33 | "com.unity.modules.tilemap": "1.0.0", 34 | "com.unity.modules.ui": "1.0.0", 35 | "com.unity.modules.uielements": "1.0.0", 36 | "com.unity.modules.umbra": "1.0.0", 37 | "com.unity.modules.unityanalytics": "1.0.0", 38 | "com.unity.modules.unitywebrequest": "1.0.0", 39 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 40 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 41 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 42 | "com.unity.modules.unitywebrequestwww": "1.0.0", 43 | 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-------------------------------------------------------------------------------- /Assets/LWRPSupport/LWRPBackgroundRendererAsset.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.XR.ARFoundation; 4 | 5 | namespace UnityEngine.XR.ARFoundation 6 | { 7 | [CreateAssetMenu(fileName = "LWRPBackgroundRendererAsset", menuName = "XR/LWRPBackgroundRendererAsset")] 8 | public class LWRPBackgroundRendererAsset : ARBackgroundRendererAsset 9 | { 10 | /// 11 | /// we're going to reference all materials that we want to use so that they get built into the project 12 | /// 13 | [SerializeField] 14 | Material[] m_MaterialsUsed; 15 | 16 | [SerializeField] 17 | ARCameraManager m_CameraManager; 18 | 19 | static bool useRenderPipeline { get { return GraphicsSettings.renderPipelineAsset != null; } } 20 | 21 | public override ARFoundationBackgroundRenderer CreateARBackgroundRenderer() 22 | { 23 | return useRenderPipeline ? new LWRPBackgroundRenderer() : new ARFoundationBackgroundRenderer(); 24 | } 25 | 26 | public override void CreateHelperComponents(GameObject cameraGameObject) 27 | { 28 | m_CameraManager = cameraGameObject.GetComponent(); 29 | Debug.Assert(m_CameraManager != null, "camera manager must be non-null"); 30 | 31 | if (useRenderPipeline) 32 | { 33 | var lwrpBeforeCameraRender = cameraGameObject.GetComponent(); 34 | if (lwrpBeforeCameraRender == null) 35 | { 36 | cameraGameObject.AddComponent(); 37 | } 38 | } 39 | } 40 | 41 | public override Material CreateCustomMaterial() 42 | { 43 | if (m_CameraManager == null) 44 | { 45 | Debug.Log("camera manager is null"); 46 | return null; 47 | } 48 | 49 | // Try to create a material from the plugin's provided shader. 50 | var shaderName = m_CameraManager.shaderName + "LWRP"; 51 | Debug.LogFormat("Creating material for shader '{0}'", shaderName); 52 | 53 | var shader = Shader.Find(shaderName); 54 | if (shader == null) 55 | { 56 | throw new InvalidOperationException(string.Format( 57 | "Could not find shader named \"{0}\" required for LWRP video overlay on camera subsystem named \"{1}\".", 58 | shaderName, 59 | m_CameraManager.descriptor.id)); 60 | } 61 | 62 | return new Material(shader); 63 | } 64 | } 65 | 66 | } 67 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/ProceduralShapes.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ProceduralShapes : MonoBehaviour 6 | { 7 | [SerializeField] 8 | private float width = 10.0f; 9 | 10 | [SerializeField] 11 | private float height = 10.0f; 12 | 13 | [SerializeField] 14 | private float depth = 10.0f; 15 | 16 | [SerializeField] 17 | private string shaderName = "Lightweight Render Pipeline/Lit"; 18 | 19 | [SerializeField] 20 | private ShapeTypes shapeType = ShapeTypes.Quad; 21 | 22 | private Mesh mesh; 23 | 24 | #region Random Generation Implementation 25 | 26 | [SerializeField] 27 | private bool shouldGenerateRandomSizes = false; 28 | 29 | [SerializeField, Range(1, 100)] 30 | private int randomSeed = 10; 31 | 32 | private int prevRandomSeed = 10; 33 | 34 | [SerializeField, Range(1.0f, 30.0f)] 35 | private float maxRandomSize = 10.0f; 36 | 37 | private bool materialApplied = false; 38 | 39 | #endregion 40 | 41 | void Start() 42 | { 43 | Random.InitState(randomSeed); 44 | } 45 | 46 | void Update() 47 | { 48 | if((shapeType == ShapeTypes.Quad || shapeType == ShapeTypes.Cube) && !shouldGenerateRandomSizes) 49 | { 50 | Generate(); 51 | } 52 | else if(prevRandomSeed != randomSeed && shouldGenerateRandomSizes) 53 | { 54 | prevRandomSeed = randomSeed; 55 | 56 | GenerateRandomSizes(); 57 | 58 | Generate(); 59 | } 60 | } 61 | 62 | void GenerateRandomSizes () 63 | { 64 | width = Random.Range(1.0f, maxRandomSize); 65 | height = Random.Range(1.0f, maxRandomSize); 66 | depth = Random.Range(1.0f, maxRandomSize); 67 | } 68 | 69 | void Generate() 70 | { 71 | if(shapeType == ShapeTypes.Quad){ 72 | mesh = new Quad { 73 | Width = width, 74 | Height = height 75 | }.Generate(); 76 | } 77 | else if (shapeType == ShapeTypes.Cube){ 78 | mesh = new Cube { 79 | Width = width, 80 | Height = height, 81 | Depth = depth 82 | }.Generate(); 83 | } 84 | GetComponent().mesh = mesh; 85 | 86 | if(!materialApplied){ 87 | ApplyRandomMaterial(); 88 | materialApplied = true; 89 | } 90 | } 91 | 92 | void ApplyRandomMaterial() => GetComponent() 93 | .ApplyRandomMaterial(shaderName, gameObject.name); 94 | } 95 | -------------------------------------------------------------------------------- /Assets/LWRPSupport/ARKitLWRPShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/ARKitLWRP" 2 | { 3 | Properties 4 | { 5 | _textureY ("TextureY", 2D) = "white" {} 6 | _textureCbCr ("TextureCbCr", 2D) = "black" {} 7 | } 8 | 9 | SubShader 10 | { 11 | Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"} 12 | LOD 100 13 | 14 | Pass 15 | { 16 | Name "Default" 17 | Tags { "LightMode" = "LightweightForward"} 18 | 19 | ZTest Always ZWrite Off 20 | 21 | HLSLPROGRAM 22 | // Required to compile gles 2.0 with standard srp library 23 | #pragma prefer_hlslcc gles 24 | #pragma exclude_renderers d3d11_9x 25 | #pragma vertex Vertex 26 | #pragma fragment Fragment 27 | 28 | #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl" 29 | 30 | float4x4 _UnityDisplayTransform; 31 | 32 | struct VertexInput 33 | { 34 | float4 vertex : POSITION; 35 | float2 uv : TEXCOORD0; 36 | }; 37 | 38 | struct VertexOutput 39 | { 40 | half4 pos : SV_POSITION; 41 | half2 uv : TEXCOORD0; 42 | }; 43 | 44 | 45 | TEXTURE2D(_textureY); 46 | SAMPLER(sampler_textureY); 47 | TEXTURE2D(_textureCbCr); 48 | SAMPLER(sampler_textureCbCr); 49 | 50 | VertexOutput Vertex(VertexInput i) 51 | { 52 | VertexOutput o; 53 | o.pos = TransformObjectToHClip(i.vertex.xyz); 54 | o.uv.x = (_UnityDisplayTransform[0].x * i.uv.x + _UnityDisplayTransform[1].x * (i.uv.y) + _UnityDisplayTransform[2].x); 55 | o.uv.y = (_UnityDisplayTransform[0].y * i.uv.x + _UnityDisplayTransform[1].y * (i.uv.y) + _UnityDisplayTransform[2].y); 56 | return o; 57 | } 58 | 59 | half4 Fragment(VertexOutput i) : SV_Target 60 | { 61 | half y = SAMPLE_TEXTURE2D(_textureY, sampler_textureY, i.uv).r; 62 | half4 ycbcr = half4(y, SAMPLE_TEXTURE2D(_textureCbCr, sampler_textureCbCr, i.uv).rg, 1.0); 63 | 64 | const half4x4 ycbcrToRGBTransform = half4x4( 65 | half4(1.0, +0.0000, +1.4020, -0.7010), 66 | half4(1.0, -0.3441, -0.7141, +0.5291), 67 | half4(1.0, +1.7720, +0.0000, -0.8860), 68 | half4(0.0, +0.0000, +0.0000, +1.0000) 69 | ); 70 | 71 | return mul(ycbcrToRGBTransform, ycbcr); 72 | } 73 | ENDHLSL 74 | } 75 | } 76 | 77 | } 78 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /Assets/LWRPSupport/LWRPBackgroundRenderPass.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.LWRP; 4 | using UnityEngine.Experimental.Rendering.LWRP; 5 | 6 | namespace UnityEngine.XR.ARFoundation 7 | { 8 | public class LWRPBackgroundRenderPass : ScriptableRenderPass 9 | { 10 | Material m_BlitMaterial; 11 | RenderTargetIdentifier m_DepthIdentifier; 12 | RenderTargetIdentifier m_TargetIdentifier; 13 | RenderTextureDescriptor m_Descriptor; 14 | const string k_ARBlitTag = "ARBackground Blit Pass"; 15 | 16 | /// 17 | /// This render pass will need to be setup with the following parameters to be able to execute when called to do so. 18 | /// In this case, this method is called from GetPassToEnqueue in IBeforeRender interface. 19 | /// 20 | /// Material to be used to clear the screen. 21 | /// RenderTargetIdentifier for the color buffer. 22 | /// RenderTargetIdentifier for the depth buffer. 23 | /// RenderTextureDescriptor for the target RenderTexture. 24 | /// True if the material set is not null. 25 | public bool Setup(Material mat, RenderTargetIdentifier ident, RenderTargetIdentifier depthIdent, RenderTextureDescriptor descript) 26 | { 27 | m_BlitMaterial = mat; 28 | m_TargetIdentifier = ident; 29 | m_DepthIdentifier = depthIdent; 30 | m_Descriptor = descript; 31 | return m_BlitMaterial != null; 32 | } 33 | 34 | /// 35 | /// Custom rendering for clearing the background with the pass-thru video for AR happens here. We use the parameters passed in via setup 36 | /// to create command buffer that clears the render target and blits to it using the clear material. 37 | /// 38 | /// The ScriptableRenderer that is being used. 39 | /// The ScriptableRenderContext used to execute the command buffer that we create. 40 | /// RenderingData (unused here). 41 | /// Throw this exception if the renderer is null. 42 | public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData) 43 | { 44 | if (renderer == null) 45 | throw new ArgumentNullException("renderer"); 46 | 47 | var cmd = CommandBufferPool.Get(k_ARBlitTag); 48 | 49 | RenderBufferLoadAction colorLoadOp = RenderBufferLoadAction.DontCare; 50 | RenderBufferStoreAction colorStoreOp = RenderBufferStoreAction.Store; 51 | 52 | RenderBufferLoadAction depthLoadOp = RenderBufferLoadAction.DontCare; 53 | RenderBufferStoreAction depthStoreOp = RenderBufferStoreAction.Store; 54 | 55 | SetRenderTarget(cmd, 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| textureFormat: -1 99 | textureCompression: 1 100 | compressionQuality: 50 101 | crunchedCompression: 0 102 | allowsAlphaSplitting: 0 103 | overridden: 0 104 | androidETC2FallbackOverride: 0 105 | - serializedVersion: 2 106 | buildTarget: Windows Store Apps 107 | maxTextureSize: 8192 108 | resizeAlgorithm: 0 109 | textureFormat: -1 110 | textureCompression: 1 111 | compressionQuality: 50 112 | crunchedCompression: 0 113 | allowsAlphaSplitting: 0 114 | overridden: 0 115 | androidETC2FallbackOverride: 0 116 | - serializedVersion: 2 117 | buildTarget: Lumin 118 | maxTextureSize: 8192 119 | resizeAlgorithm: 0 120 | textureFormat: -1 121 | textureCompression: 1 122 | compressionQuality: 50 123 | crunchedCompression: 0 124 | allowsAlphaSplitting: 0 125 | overridden: 0 126 | androidETC2FallbackOverride: 0 127 | - serializedVersion: 2 128 | buildTarget: WebGL 129 | maxTextureSize: 8192 130 | resizeAlgorithm: 0 131 | textureFormat: -1 132 | textureCompression: 1 133 | compressionQuality: 50 134 | crunchedCompression: 0 135 | allowsAlphaSplitting: 0 136 | overridden: 0 137 | androidETC2FallbackOverride: 0 138 | spriteSheet: 139 | serializedVersion: 2 140 | sprites: [] 141 | outline: [] 142 | physicsShape: [] 143 | bones: [] 144 | spriteID: 145 | internalID: 0 146 | vertices: [] 147 | indices: 148 | edges: [] 149 | weights: [] 150 | secondaryTextures: [] 151 | spritePackingTag: 152 | pSDRemoveMatte: 0 153 | pSDShowRemoveMatteOption: 0 154 | userData: 155 | assetBundleName: 156 | assetBundleVariant: 157 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/Cube.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Cube : Shape 4 | { 5 | public override Mesh Generate() 6 | { 7 | ShapeType = ShapeTypes.Cube; 8 | 9 | Mesh mesh = new Mesh(); 10 | 11 | // Step 1 - Create & Assign Vertices 12 | Vector3[] vertices = new Vector3[24]; 13 | 14 | // Front Face Vertices 15 | vertices[0] = new Vector3(0, 0, 0); 16 | vertices[1] = new Vector3(Width, 0, 0); 17 | vertices[2] = new Vector3(0, Height, 0); 18 | vertices[3] = new Vector3(Width, Height, 0); 19 | 20 | // Top Face Vertices 21 | vertices[4] = new Vector3(0, Height, 0); 22 | vertices[5] = new Vector3(Width, Height, 0); 23 | vertices[6] = new Vector3(0, Height, Depth); 24 | vertices[7] = new Vector3(Width, Height, Depth); 25 | 26 | // Back Face Vertices 27 | vertices[8] = new Vector3(0, 0, Depth); 28 | vertices[9] = new Vector3(Width, 0, Depth); 29 | vertices[10] = new Vector3(0, Height, Depth); 30 | vertices[11] = new Vector3(Width, Height, Depth); 31 | 32 | // Bottom Face Vertices 33 | vertices[12] = new Vector3(0, 0, 0); 34 | vertices[13] = new Vector3(Width, 0, 0); 35 | vertices[14] = new Vector3(0, 0, Depth); 36 | vertices[15] = new Vector3(Width, 0, Depth); 37 | 38 | // Left Face Vertices 39 | vertices[16] = new Vector3(0, 0, 0); 40 | vertices[17] = new Vector3(0, 0, Depth); 41 | vertices[18] = new Vector3(0, Height, 0); 42 | vertices[19] = new Vector3(0, Height, Depth); 43 | 44 | // Right Face Vertices 45 | vertices[20] = new Vector3(Width, 0, 0); 46 | vertices[21] = new Vector3(Width, 0, Depth); 47 | vertices[22] = new Vector3(Width, Height, 0); 48 | vertices[23] = new Vector3(Width, Height, Depth); 49 | 50 | // Step 2 - Create & Assign Triangles 51 | int[] triangles = new int[36]; 52 | 53 | // Front Face Triangles 54 | triangles[0] = 0; // first triangle 55 | triangles[1] = 2; 56 | triangles[2] = 1; 57 | 58 | triangles[3] = 2; // second triangle 59 | triangles[4] = 3; 60 | triangles[5] = 1; 61 | 62 | // Top Face Triangles 63 | triangles[6] = 4; // first triangle 64 | triangles[7] = 6; 65 | triangles[8] = 5; 66 | 67 | triangles[9] = 6; // second triangle 68 | triangles[10] = 7; 69 | triangles[11] = 5; 70 | 71 | // Back Face Triangles 72 | triangles[12] = 8; // first triangle 73 | triangles[13] = 10; 74 | triangles[14] = 9; 75 | 76 | triangles[15] = 10; // second triangle 77 | triangles[16] = 11; 78 | triangles[17] = 9; 79 | 80 | // Bottom Face Triangles 81 | triangles[18] = 12; // first triangle 82 | triangles[19] = 14; 83 | triangles[20] = 13; 84 | 85 | triangles[21] = 14; // second triangle 86 | triangles[22] = 15; 87 | triangles[23] = 13; 88 | 89 | // Left Face Triangles 90 | triangles[24] = 16; // first triangle 91 | triangles[25] = 18; 92 | triangles[26] = 17; 93 | 94 | triangles[27] = 18; // second triangle 95 | triangles[28] = 19; 96 | triangles[29] = 17; 97 | 98 | // Left Face Triangles 99 | triangles[30] = 20; // first triangle 100 | triangles[31] = 22; 101 | triangles[32] = 21; 102 | 103 | triangles[33] = 22; // second triangle 104 | triangles[34] = 23; 105 | triangles[35] = 21; 106 | 107 | // Step 3 - Create & Assign normal 108 | Vector3[] normals = new Vector3[24]; 109 | 110 | Vector3 front = Vector3.forward; 111 | Vector3 back = Vector3.back; 112 | Vector3 top = Vector3.up; 113 | Vector3 bottom = Vector3.down; 114 | Vector3 left = Vector3.left; 115 | Vector3 right = Vector3.right; 116 | 117 | // Front Face normals - works 118 | normals[0] = front; 119 | normals[1] = front; 120 | normals[2] = front; 121 | normals[3] = front; 122 | 123 | // Top Face normals - works 124 | normals[4] = top; 125 | normals[5] = top; 126 | normals[6] = top; 127 | normals[7] = top; 128 | 129 | // Back Face normals 130 | normals[8] = back; 131 | normals[9] = back; 132 | normals[10] = back; 133 | normals[11] = back; 134 | 135 | // Bottom Face normals 136 | normals[12] = bottom; 137 | normals[13] = bottom; 138 | normals[14] = bottom; 139 | normals[15] = bottom; 140 | 141 | // Left Face normals 142 | normals[16] = left; 143 | normals[17] = left; 144 | normals[18] = left; 145 | normals[19] = left; 146 | 147 | // Right Face normals 148 | normals[20] = right; 149 | normals[21] = right; 150 | normals[22] = right; 151 | normals[23] = right; 152 | 153 | mesh.vertices = vertices; 154 | mesh.triangles = triangles; 155 | mesh.normals = normals; 156 | 157 | // TODO assign UVs for now an empty array 158 | Vector2[] uvs = new Vector2[vertices.Length]; 159 | mesh.uv = uvs; 160 | 161 | mesh.Optimize(); 162 | 163 | return mesh; 164 | } 165 | 166 | } -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/GridWithParams.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | using UnityEngine.UI; 6 | using Random = UnityEngine.Random; 7 | 8 | public class GridWithParams : MonoBehaviour 9 | { 10 | [SerializeField] 11 | public ProceduralParam parameters = null; 12 | 13 | private GameObject[,] grid = null; 14 | 15 | private Material[] proceduralMaterials = null; 16 | 17 | #region UI Bindings 18 | 19 | [SerializeField] 20 | private Text numOfShapesText = null; 21 | 22 | [SerializeField] 23 | private Text lengthOfTimeText = null; 24 | 25 | #endregion 26 | 27 | [SerializeField] 28 | private Bounds bounds; 29 | 30 | 31 | void OnEnable() 32 | { 33 | if(parameters == null) 34 | { 35 | Debug.LogError("You must set procedural parameters in order to use this class"); 36 | enabled = false; 37 | } 38 | } 39 | 40 | void Reset() 41 | { 42 | ClearAll(); 43 | 44 | Random.InitState(parameters.randomSeed); 45 | grid = new GameObject[parameters.height, parameters.width]; 46 | proceduralMaterials = new Material[parameters.proceduralMaterialsToGenerate]; 47 | bounds = new Bounds (Vector3.zero, Vector3.zero); 48 | 49 | // generate materials if needed 50 | if(parameters.proceduralMaterialsToGenerate > 0 && parameters.defaultMaterials.Length == 0) 51 | proceduralMaterials = MeshRendererExtensions.GetRandomMaterials(parameters.shaderName, parameters.proceduralMaterialsToGenerate); 52 | } 53 | 54 | void Start() => BuildGrid(); 55 | 56 | public void BuildGrid() 57 | { 58 | Reset(); 59 | 60 | grid = new GameObject[parameters.height, parameters.width]; 61 | 62 | numOfShapesText.text = $"{parameters.width * parameters.height}"; 63 | 64 | DateTime started = DateTime.Now; 65 | 66 | for(int row = 0; row < parameters.height; row++) 67 | { 68 | for(int col = 0; col < parameters.width; col++) 69 | { 70 | StartCoroutine(AddCell(row, col)); 71 | } 72 | } 73 | 74 | DateTime ended = DateTime.Now; 75 | TimeSpan diff = ended - started; 76 | if(diff.Seconds == 0) 77 | lengthOfTimeText.text = $"{diff.Milliseconds} milliseconds"; 78 | else if(diff.Seconds < 100) 79 | lengthOfTimeText.text = $"{diff.Seconds}.{diff.Milliseconds} seconds"; 80 | else 81 | lengthOfTimeText.text = $"{diff.Minutes}.{diff.Seconds} minutes"; 82 | 83 | } 84 | 85 | IEnumerator AddCell(int row, int col) 86 | { 87 | GameObject cell = null; 88 | if(grid[row, col] == null) 89 | { 90 | cell = new GameObject($"cell_{row}_{col}"); 91 | cell.transform.parent = gameObject.transform; 92 | grid[row, col] = cell; 93 | } 94 | else { 95 | DestroyImmediate(grid[row, col]); 96 | grid[row, col] = new GameObject($"cell_{row}_{col}"); 97 | cell = grid[row, col]; 98 | cell.transform.parent = gameObject.transform; 99 | } 100 | 101 | cell.isStatic = parameters.makeShapesStatic; 102 | cell.transform.localPosition = 103 | Vector3.Scale(new Vector3( 104 | parameters.shapeWidth * row * Random.Range(1.0f, parameters.maxRandomWidthOffset), 0, 105 | parameters.shapeDepth * col * Random.Range(1.0f, parameters.maxRandomDepthOffset)), 106 | parameters.marginBetweenShapes); 107 | 108 | MeshFilter meshFilter = cell.AddComponent(); 109 | MeshRenderer renderer = cell.AddComponent(); 110 | 111 | Shape shape = null; 112 | 113 | if(parameters.ShapeType == ShapeTypes.Cube){ 114 | shape = new Cube { 115 | Width = parameters.shapeWidth * Random.Range(1.0f, parameters.maxRandomWidth), 116 | Height = parameters.shapeHeight * Random.Range(1.0f, parameters.maxRandomHeight), 117 | Depth = parameters.shapeDepth * Random.Range(1.0f, parameters.maxRandomDepth) 118 | }; 119 | } 120 | else if(parameters.ShapeType == ShapeTypes.Quad){ 121 | shape = new Quad { 122 | Width = parameters.shapeWidth * Random.Range(1.0f, parameters.maxRandomWidth), 123 | Height = parameters.shapeHeight * Random.Range(1.0f, parameters.maxRandomHeight), 124 | }; 125 | } 126 | 127 | meshFilter.mesh = shape.Generate(); 128 | 129 | if(proceduralMaterials.Length > 0 && parameters.defaultMaterials.Length == 0) 130 | renderer.material = proceduralMaterials[Random.Range(0, parameters.proceduralMaterialsToGenerate - 1)]; 131 | else if(proceduralMaterials.Length == 0 && parameters.defaultMaterials.Length > 0) 132 | renderer.material = parameters.defaultMaterials[Random.Range(0, parameters.defaultMaterials.Length - 1)]; 133 | 134 | if(parameters.shouldGenerateRigidBodies){ 135 | cell.AddComponent(); 136 | cell.AddComponent(); 137 | } 138 | 139 | // calculate bounds 140 | bounds.Encapsulate(renderer.bounds); 141 | 142 | yield return null; 143 | } 144 | 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-------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | using UnityEngine.UI; 6 | using Random = UnityEngine.Random; 7 | 8 | public class Grid : MonoBehaviour 9 | { 10 | [SerializeField,Range(1,200)] 11 | private int width = 1; 12 | private int prevWidth = 1; 13 | 14 | [SerializeField,Range(1,200)] 15 | private int height = 1; 16 | private int prevHeight = 1; 17 | 18 | private GameObject[,] grid = null; 19 | 20 | [SerializeField,Range(0.1f,50.0f)] 21 | private float shapeWidth = 2.0f; 22 | 23 | private float prevShapeWidth = 2.0f; 24 | 25 | [SerializeField,Range(0.1f,50.0f)] 26 | private float shapeHeight = 2.0f; 27 | 28 | private float prevShapeHeight = 2.0f; 29 | 30 | [SerializeField,Range(0.1f,50.0f)] 31 | private float shapeDepth = 2.0f; 32 | 33 | private float prevShapeDepth = 2.0f; 34 | 35 | [SerializeField,Range(0.1f, 50.0f)] 36 | private float maxRandomHeightOffset = 1.0f; 37 | 38 | [SerializeField,Range(0.1f, 50.0f)] 39 | private float maxRandomWidthOffset = 1.0f; 40 | 41 | [SerializeField,Range(0.1f, 50.0f)] 42 | private float maxRandomDepthOffset = 1.0f; 43 | 44 | [SerializeField, Range(1,100)] 45 | private int randomSeed = 1; 46 | private int prevSeed = 1; 47 | 48 | [SerializeField] 49 | private string shaderName = "Lightweight Render Pipeline/Lit"; 50 | 51 | [SerializeField, Tooltip("How many procedural materials to generate?")] 52 | private int proceduralMaterialsToGenerate = 3; 53 | 54 | private int prevProceduralMaterialsToGenerate = 3; 55 | 56 | private Material[] proceduralMaterials = null; 57 | 58 | [SerializeField] 59 | private Material[] defaultMaterials = null; 60 | 61 | #region Margins 62 | 63 | [SerializeField] 64 | private Vector3 marginBetweenShapes = new Vector3(1.0f, 1.0f, 1.0f); 65 | 66 | #endregion 67 | 68 | #region Physics 69 | 70 | [SerializeField] 71 | private bool shouldGenerateRigidBodies = false; 72 | 73 | private bool prevShouldGenerateRigidBodies = false; 74 | 75 | #endregion 76 | 77 | #region UI Bindings 78 | 79 | [SerializeField] 80 | private Text numOfShapesText = null; 81 | 82 | [SerializeField] 83 | private Text lengthOfTimeText = null; 84 | 85 | [SerializeField] 86 | private bool makeShapesStatic = true; 87 | 88 | #endregion 89 | void Start() 90 | { 91 | prevWidth = width; 92 | prevHeight = height; 93 | 94 | Random.InitState(randomSeed); 95 | grid = new GameObject[height, width]; 96 | proceduralMaterials = new Material[proceduralMaterialsToGenerate]; 97 | 98 | // generate materials if needed 99 | if(proceduralMaterialsToGenerate > 0 && defaultMaterials.Length == 0) 100 | proceduralMaterials = MeshRendererExtensions.GetRandomMaterials(shaderName, proceduralMaterialsToGenerate); 101 | 102 | BuildGrid(); 103 | } 104 | 105 | void BuildGrid() 106 | { 107 | numOfShapesText.text = $"{width * height}"; 108 | 109 | DateTime started = DateTime.Now; 110 | 111 | for(int row = 0; row < height; row++) 112 | { 113 | for(int col = 0; col < width; col++) 114 | { 115 | StartCoroutine(AddCell(row, col)); 116 | } 117 | } 118 | 119 | DateTime ended = DateTime.Now; 120 | TimeSpan diff = ended - started; 121 | if(diff.Seconds == 0) 122 | lengthOfTimeText.text = $"{diff.Milliseconds} milliseconds"; 123 | else if(diff.Seconds < 100) 124 | lengthOfTimeText.text = $"{diff.Seconds}.{diff.Milliseconds} seconds"; 125 | else 126 | lengthOfTimeText.text = $"{diff.Minutes}.{diff.Seconds} minutes"; 127 | 128 | } 129 | 130 | IEnumerator AddCell(int row, int col) 131 | { 132 | GameObject cell = null; 133 | if(grid[row, col] == null) 134 | { 135 | cell = new GameObject($"cell_{row}_{col}"); 136 | cell.transform.parent = gameObject.transform; 137 | grid[row, col] = cell; 138 | } 139 | else { 140 | DestroyImmediate(grid[row, col]); 141 | grid[row, col] = new GameObject($"cell_{row}_{col}"); 142 | cell = grid[row, col]; 143 | cell.transform.parent = gameObject.transform; 144 | } 145 | 146 | cell.isStatic = makeShapesStatic; 147 | cell.transform.localPosition = 148 | Vector3.Scale(new Vector3( 149 | shapeWidth * row * Random.Range(1.0f, maxRandomWidthOffset), 150 | shapeHeight * Random.Range(1.0f, maxRandomHeightOffset), 151 | shapeDepth * col * Random.Range(1.0f, maxRandomDepthOffset)), 152 | marginBetweenShapes); 153 | 154 | MeshFilter meshFilter = cell.AddComponent(); 155 | MeshRenderer renderer = cell.AddComponent(); 156 | 157 | Cube cube = new Cube { 158 | Width = shapeWidth, 159 | Height = shapeHeight, 160 | Depth = shapeDepth 161 | }; 162 | 163 | meshFilter.mesh = cube.Generate(); 164 | 165 | if(proceduralMaterials.Length > 0 && defaultMaterials.Length == 0) 166 | renderer.material = proceduralMaterials[Random.Range(0, proceduralMaterialsToGenerate - 1)]; 167 | else if(proceduralMaterials.Length == 0 && defaultMaterials.Length > 0) 168 | renderer.material = defaultMaterials[Random.Range(0, defaultMaterials.Length - 1)]; 169 | 170 | if(shouldGenerateRigidBodies){ 171 | cell.AddComponent(); 172 | cell.AddComponent(); 173 | } 174 | 175 | yield return null; 176 | } 177 | 178 | void Update() 179 | { 180 | if(prevSeed != randomSeed) 181 | { 182 | BuildGrid(); 183 | prevSeed = randomSeed; 184 | } 185 | 186 | if(PropertiesChanged()) 187 | { 188 | ClearAll(); 189 | 190 | prevWidth = width; 191 | prevHeight = height; 192 | prevShapeWidth = shapeWidth; 193 | prevShapeHeight = shapeHeight; 194 | prevShapeDepth = shapeDepth; 195 | prevShouldGenerateRigidBodies = shouldGenerateRigidBodies; 196 | prevProceduralMaterialsToGenerate = proceduralMaterialsToGenerate; 197 | 198 | grid = new GameObject[height, width]; 199 | 200 | BuildGrid(); 201 | } 202 | } 203 | 204 | private bool PropertiesChanged() 205 | { 206 | return prevWidth != width || prevHeight != height || prevShapeWidth != shapeWidth 207 | || prevShapeHeight != shapeHeight || prevShapeDepth != shapeDepth 208 | || prevShouldGenerateRigidBodies != shouldGenerateRigidBodies 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