├── .gitignore ├── Assets ├── Samples.meta ├── Samples │ ├── XR Interaction Toolkit.meta │ └── XR Interaction Toolkit │ │ ├── 2.5.2.meta │ │ └── 2.5.2 │ │ ├── Starter Assets.meta │ │ ├── Starter Assets │ │ ├── .sample.json │ │ ├── DemoScene.unity │ │ ├── DemoScene.unity.meta │ │ ├── DemoSceneAssets.meta │ │ ├── DemoSceneAssets │ │ │ ├── AffordanceThemes.meta │ │ │ ├── AffordanceThemes │ │ │ │ ├── InteractionColorAffordanceTheme.asset │ │ │ │ └── InteractionColorAffordanceTheme.asset.meta │ │ │ ├── Audio.meta │ │ │ ├── Audio │ │ │ │ ├── Button Pop.wav │ │ │ │ └── Button Pop.wav.meta │ │ │ ├── Models.meta │ │ │ ├── Models │ │ │ │ ├── Primitive_Pyramid.fbx │ │ │ │ ├── Primitive_Pyramid.fbx.meta │ │ │ │ ├── Primitive_Torus.fbx │ │ │ │ ├── Primitive_Torus.fbx.meta │ │ │ │ ├── PushButton.fbx │ │ │ │ └── PushButton.fbx.meta │ │ │ ├── Prefabs.meta │ │ │ ├── Prefabs │ │ │ │ ├── Climb.meta │ │ │ │ ├── Climb │ │ │ │ │ ├── Climb Sample.prefab │ │ │ │ │ ├── Climb Sample.prefab.meta │ │ │ │ │ ├── Climbing Wall.prefab │ │ │ │ │ ├── Climbing Wall.prefab.meta │ │ │ │ │ ├── Ladder.prefab │ │ │ │ │ └── Ladder.prefab.meta │ │ │ │ ├── Interactables Sample.prefab │ │ │ │ ├── Interactables Sample.prefab.meta │ │ │ │ ├── Interactables.meta │ │ │ │ ├── Interactables │ │ │ │ │ ├── Interactable Instant Pyramid.prefab │ │ │ │ │ ├── Interactable Instant Pyramid.prefab.meta │ │ │ │ │ ├── Interactable Kinematic Torus.prefab │ │ │ │ │ ├── Interactable Kinematic Torus.prefab.meta │ │ │ │ │ ├── Interactable Simple Cube.prefab │ │ │ │ │ ├── Interactable Simple Cube.prefab.meta │ │ │ │ │ ├── Interactable Velocity Tracked Wedge.prefab │ │ │ │ │ ├── Interactable Velocity Tracked Wedge.prefab.meta │ │ │ │ │ ├── Interaction Affordance.prefab │ │ │ │ │ ├── Interaction Affordance.prefab.meta │ │ │ │ │ ├── Push Button.prefab │ │ │ │ │ └── Push Button.prefab.meta │ │ │ │ ├── Teleport.meta │ │ │ │ ├── Teleport │ │ │ │ │ ├── Snapping Teleport Anchor.prefab │ │ │ │ │ ├── Snapping Teleport Anchor.prefab.meta │ │ │ │ │ ├── Teleport Anchor.prefab │ │ │ │ │ ├── Teleport Anchor.prefab.meta │ │ │ │ │ ├── Teleport Area.prefab │ │ │ │ │ └── Teleport Area.prefab.meta │ │ │ │ ├── Teleportation Environment.prefab │ │ │ │ ├── Teleportation Environment.prefab.meta │ │ │ │ ├── UI Sample.prefab │ │ │ │ ├── UI Sample.prefab.meta │ │ │ │ ├── UI.meta │ │ │ │ └── UI │ │ │ │ │ ├── Dropdown.prefab │ │ │ │ │ ├── Dropdown.prefab.meta │ │ │ │ │ ├── Icon Button.prefab │ │ │ │ │ ├── Icon Button.prefab.meta │ │ │ │ │ ├── Icon Toggle.prefab │ │ │ │ │ ├── Icon Toggle.prefab.meta │ │ │ │ │ ├── Interactive Controls.prefab │ │ │ │ │ ├── Interactive Controls.prefab.meta │ │ │ │ │ ├── MinMaxSlider.prefab │ │ │ │ │ ├── MinMaxSlider.prefab.meta │ │ │ │ │ ├── ModalSingleButton.prefab │ │ │ │ │ ├── ModalSingleButton.prefab.meta │ │ │ │ │ ├── Scroll UI Sample.prefab │ │ │ │ │ ├── Scroll UI Sample.prefab.meta │ │ │ │ │ ├── Text Toggle.prefab │ │ │ │ │ ├── Text Toggle.prefab.meta │ │ │ │ │ ├── TextButton.prefab │ │ │ │ │ └── TextButton.prefab.meta │ │ │ ├── Scripts.meta │ │ │ ├── Scripts │ │ │ │ ├── IncrementUIText.cs │ │ │ │ └── IncrementUIText.cs.meta │ │ │ ├── Sprites.meta │ │ │ └── Sprites │ │ │ │ ├── Asset.png │ │ │ │ ├── Asset.png.meta │ │ │ │ ├── Checkmark.png │ │ │ │ ├── Checkmark.png.meta │ │ │ │ ├── Circle_60x60_Horizontal.png │ │ │ │ ├── Circle_60x60_Horizontal.png.meta │ │ │ │ ├── Forward.png │ │ │ │ ├── Forward.png.meta │ │ │ │ ├── Round Radius 4 Outline.png │ │ │ │ ├── Round Radius 4 Outline.png.meta │ │ │ │ ├── Round Radius 4.png │ │ │ │ └── Round Radius 4.png.meta │ │ ├── Editor.meta │ │ ├── Editor │ │ │ ├── Scripts.meta │ │ │ ├── Scripts │ │ │ │ ├── StarterAssetsSampleProjectValidation.cs │ │ │ │ └── StarterAssetsSampleProjectValidation.cs.meta │ │ │ ├── Unity.XR.Interaction.Toolkit.Samples.StarterAssets.Editor.asmdef │ │ │ └── Unity.XR.Interaction.Toolkit.Samples.StarterAssets.Editor.asmdef.meta │ │ ├── Models.meta │ │ ├── Models │ │ │ ├── Primitive_Cylinder.fbx │ │ │ ├── Primitive_Cylinder.fbx.meta │ │ │ ├── Primitive_Wedge.fbx │ │ │ ├── Primitive_Wedge.fbx.meta │ │ │ ├── Reticle_Torus.fbx │ │ │ ├── Reticle_Torus.fbx.meta │ │ │ ├── XRControllerLeft.fbx │ │ │ ├── XRControllerLeft.fbx.meta │ │ │ ├── XRControllerRight.fbx │ │ │ └── XRControllerRight.fbx.meta │ │ ├── Prefabs.meta │ │ ├── Prefabs │ │ │ ├── Controllers.meta │ │ │ ├── Controllers │ │ │ │ ├── XR Controller Left.prefab │ │ │ │ ├── XR Controller Left.prefab.meta │ │ │ │ ├── XR Controller Right.prefab │ │ │ │ └── XR Controller Right.prefab.meta │ │ │ ├── Interactors.meta │ │ │ ├── Interactors │ │ │ │ ├── Direct Interactor.prefab │ │ │ │ ├── Direct Interactor.prefab.meta │ │ │ │ ├── Gaze Interactor.prefab │ │ │ │ ├── Gaze Interactor.prefab.meta │ │ │ │ ├── Poke Interactor.prefab │ │ │ │ ├── Poke Interactor.prefab.meta │ │ │ │ ├── Ray Interactor.prefab │ │ │ │ ├── Ray Interactor.prefab.meta │ │ │ │ ├── Teleport Interactor.prefab │ │ │ │ └── Teleport Interactor.prefab.meta │ │ │ ├── Teleport.meta │ │ │ ├── Teleport │ │ │ │ ├── Blocking Teleport Reticle.prefab │ │ │ │ ├── Blocking Teleport Reticle.prefab.meta │ │ │ │ ├── Directional Teleport Reticle.prefab │ │ │ │ └── Directional Teleport Reticle.prefab.meta │ │ │ ├── XR Interaction Setup.prefab │ │ │ ├── XR Interaction Setup.prefab.meta │ │ │ ├── XR Origin (XR Rig).prefab │ │ │ └── XR Origin (XR Rig).prefab.meta │ │ ├── Presets.meta │ │ ├── Presets │ │ │ ├── XRI Default Continuous Move.preset │ │ │ ├── XRI Default Continuous Move.preset.meta │ │ │ ├── XRI Default Continuous Turn.preset │ │ │ ├── XRI Default Continuous Turn.preset.meta │ │ │ ├── XRI Default Gaze Controller.preset │ │ │ ├── XRI Default Gaze Controller.preset.meta │ │ │ ├── XRI Default Left ActionBasedControllerManager.preset │ │ │ ├── XRI Default Left ActionBasedControllerManager.preset.meta │ │ │ ├── XRI Default Left Controller.preset │ │ │ ├── XRI Default Left Controller.preset.meta │ │ │ ├── XRI Default Left Grab Move.preset │ │ │ ├── XRI Default Left Grab Move.preset.meta │ │ │ ├── XRI Default Right ActionBasedControllerManager.preset │ │ │ ├── XRI Default Right ActionBasedControllerManager.preset.meta │ │ │ ├── XRI Default Right Controller.preset │ │ │ ├── XRI Default Right Controller.preset.meta │ │ │ ├── XRI Default Right Grab Move.preset │ │ │ ├── XRI Default Right Grab Move.preset.meta │ │ │ ├── XRI Default Snap Turn.preset │ │ │ ├── XRI Default Snap Turn.preset.meta │ │ │ ├── XRI Default XR Screen Space Controller.preset │ │ │ ├── XRI Default XR Screen Space Controller.preset.meta │ │ │ ├── XRI Default XR UI Input Module.preset │ │ │ └── XRI Default XR UI Input Module.preset.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ │ ├── ActionBasedControllerManager.cs │ │ │ ├── ActionBasedControllerManager.cs.meta │ │ │ ├── DestroySelf.cs │ │ │ ├── DestroySelf.cs.meta │ │ │ ├── DynamicMoveProvider.cs │ │ │ ├── DynamicMoveProvider.cs.meta │ │ │ ├── GazeInputManager.cs │ │ │ ├── GazeInputManager.cs.meta │ │ │ ├── ObjectSpawner.cs │ │ │ ├── ObjectSpawner.cs.meta │ │ │ ├── XRPokeFollowAffordance.cs │ │ │ └── XRPokeFollowAffordance.cs.meta │ │ ├── Tunneling Vignette.meta │ │ ├── Tunneling Vignette │ │ │ ├── TunnelingVignette.mat │ │ │ ├── TunnelingVignette.mat.meta │ │ │ ├── TunnelingVignette.prefab │ │ │ ├── TunnelingVignette.prefab.meta │ │ │ ├── TunnelingVignette.shader │ │ │ ├── TunnelingVignette.shader.meta │ │ │ ├── TunnelingVignetteHemisphere.fbx │ │ │ ├── TunnelingVignetteHemisphere.fbx.meta │ │ │ ├── TunnelingVignetteSG.shadergraph │ │ │ └── TunnelingVignetteSG.shadergraph.meta │ │ ├── Unity.XR.Interaction.Toolkit.Samples.StarterAssets.asmdef │ │ ├── Unity.XR.Interaction.Toolkit.Samples.StarterAssets.asmdef.meta │ │ ├── XRI Default Input Actions.inputactions │ │ └── XRI Default Input Actions.inputactions.meta │ │ ├── XR Device Simulator.meta │ │ └── XR Device Simulator │ │ ├── .sample.json │ │ ├── Hand Expression Captures.meta │ │ ├── Hand Expression Captures │ │ ├── Fist Expression Capture.asset │ │ ├── Fist Expression Capture.asset.meta │ │ ├── Grab Expression Capture.asset │ │ ├── Grab Expression Capture.asset.meta │ │ ├── Open Expression Capture.asset │ │ ├── Open Expression Capture.asset.meta │ │ ├── Pinch Expression Capture.asset │ │ ├── Pinch Expression Capture.asset.meta │ │ ├── Poke Expression Capture.asset │ │ ├── Poke Expression Capture.asset.meta │ │ ├── Resting Expression Capture.asset │ │ ├── Resting Expression Capture.asset.meta │ │ ├── Thumb Expression Capture.asset │ │ └── Thumb Expression Capture.asset.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ ├── XRDeviceSimulatorControllerUI.cs │ │ ├── XRDeviceSimulatorControllerUI.cs.meta │ │ ├── XRDeviceSimulatorHandsUI.cs │ │ ├── XRDeviceSimulatorHandsUI.cs.meta │ │ ├── XRDeviceSimulatorUI.cs │ │ └── XRDeviceSimulatorUI.cs.meta │ │ ├── UI.meta │ │ ├── UI │ │ ├── ControllerDevice.meta │ │ ├── ControllerDevice │ │ │ ├── ControllerLeft.png │ │ │ ├── ControllerLeft.png.meta │ │ │ ├── ControllerOverlayLinesLeft.png │ │ │ ├── ControllerOverlayLinesLeft.png.meta │ │ │ ├── ControllerOverlayLinesRight.png │ │ │ ├── ControllerOverlayLinesRight.png.meta │ │ │ ├── ControllerRight.png │ │ │ ├── ControllerRight.png.meta │ │ │ ├── xr_ctlr.png │ │ │ └── xr_ctlr.png.meta │ │ ├── General.meta │ │ ├── General │ │ │ ├── CloseWindow.png │ │ │ ├── CloseWindow.png.meta │ │ │ ├── CycleXRDevices.png │ │ │ ├── CycleXRDevices.png.meta │ │ │ ├── DeviceSimUI_bg.png │ │ │ ├── DeviceSimUI_bg.png.meta │ │ │ ├── Gripper.png │ │ │ ├── Gripper.png.meta │ │ │ ├── KeyboardIcon.png │ │ │ ├── KeyboardIcon.png.meta │ │ │ ├── Locked.png │ │ │ ├── Locked.png.meta │ │ │ ├── Look.png │ │ │ ├── Look.png.meta │ │ │ ├── OpenWindow.png │ │ │ ├── OpenWindow.png.meta │ │ │ ├── Unlocked.png │ │ │ ├── Unlocked.png.meta │ │ │ ├── btn_bgbottom.png │ │ │ └── btn_bgbottom.png.meta │ │ ├── Hands.meta │ │ ├── Hands │ │ │ ├── Hand_Default.png │ │ │ ├── Hand_Default.png.meta │ │ │ ├── Hand_Fist.png │ │ │ ├── Hand_Fist.png.meta │ │ │ ├── Hand_Grab.png │ │ │ ├── Hand_Grab.png.meta │ │ │ ├── Hand_Open.png │ │ │ ├── Hand_Open.png.meta │ │ │ ├── Hand_Pinch.png │ │ │ ├── Hand_Pinch.png.meta │ │ │ ├── Hand_Poke.png │ │ │ ├── Hand_Poke.png.meta │ │ │ ├── Hand_Thumb.png │ │ │ ├── Hand_Thumb.png.meta │ │ │ ├── hand.png │ │ │ └── hand.png.meta │ │ ├── HeadDevice.meta │ │ ├── HeadDevice │ │ │ ├── HMD.png │ │ │ ├── HMD.png.meta │ │ │ ├── HMDOverlay.png │ │ │ ├── HMDOverlay.png.meta │ │ │ ├── HMD_d.png │ │ │ ├── HMD_d.png.meta │ │ │ ├── MoveRotateTool.png │ │ │ ├── MoveRotateTool.png.meta │ │ │ ├── Movement.png │ │ │ ├── Movement.png.meta │ │ │ ├── XR.png │ │ │ ├── XR.png.meta │ │ │ ├── xr_hmd.png │ │ │ └── xr_hmd.png.meta │ │ ├── Mouse.meta │ │ ├── Mouse │ │ │ ├── Cursor.png │ │ │ ├── Cursor.png.meta │ │ │ ├── Mouse.png │ │ │ ├── Mouse.png.meta │ │ │ ├── MouseMoveAround.png │ │ │ ├── MouseMoveAround.png.meta │ │ │ ├── MouseR.png │ │ │ ├── MouseR.png.meta │ │ │ ├── MouseR_d.png │ │ │ └── MouseR_d.png.meta │ │ ├── XR Device Simulator UI.prefab │ │ └── XR Device Simulator UI.prefab.meta │ │ ├── Unity.XR.Interaction.Toolkit.Samples.DeviceSimulator.asmdef │ │ ├── Unity.XR.Interaction.Toolkit.Samples.DeviceSimulator.asmdef.meta │ │ ├── XR Device Controller Controls.inputactions │ │ ├── XR Device Controller Controls.inputactions.meta │ │ ├── XR Device Hand Controls.inputactions │ │ ├── XR Device Hand Controls.inputactions.meta │ │ ├── XR Device Simulator Controls.inputactions │ │ ├── XR Device Simulator Controls.inputactions.meta │ │ ├── XR Device Simulator.prefab │ │ └── XR Device Simulator.prefab.meta ├── TextMesh Pro.meta ├── TextMesh Pro │ ├── Documentation.meta │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Fonts.meta │ ├── Fonts │ │ ├── LiberationSans - OFL.txt │ │ ├── LiberationSans - OFL.txt.meta │ │ ├── LiberationSans.ttf │ │ └── LiberationSans.ttf.meta │ ├── Resources.meta │ ├── Resources │ │ ├── Fonts & Materials.meta │ │ ├── Fonts & Materials │ │ │ ├── LiberationSans SDF - Drop Shadow.mat │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ ├── LiberationSans SDF - Fallback.asset │ │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF.asset │ │ │ └── LiberationSans SDF.asset.meta │ │ ├── LineBreaking Following Characters.txt │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Sprite Assets.meta │ │ ├── Sprite Assets │ │ │ ├── EmojiOne.asset │ │ │ └── EmojiOne.asset.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ ├── Default Style Sheet.asset │ │ │ └── Default Style Sheet.asset.meta │ │ ├── TMP Settings.asset │ │ └── TMP Settings.asset.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── TMP_Bitmap-Custom-Atlas.shader │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ ├── TMP_Bitmap-Mobile.shader │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ ├── TMP_Bitmap.shader │ │ ├── TMP_Bitmap.shader.meta │ │ ├── TMP_SDF Overlay.shader │ │ ├── TMP_SDF Overlay.shader.meta │ │ ├── TMP_SDF SSD.shader │ │ ├── TMP_SDF SSD.shader.meta │ │ ├── TMP_SDF-Mobile Masking.shader │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ ├── TMP_SDF-Mobile Overlay.shader │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ ├── TMP_SDF-Mobile SSD.shader │ │ ├── TMP_SDF-Mobile SSD.shader.meta │ │ ├── TMP_SDF-Mobile.shader │ │ ├── TMP_SDF-Mobile.shader.meta │ │ ├── TMP_SDF-Surface-Mobile.shader │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ ├── TMP_SDF-Surface.shader │ │ ├── TMP_SDF-Surface.shader.meta │ │ ├── TMP_SDF.shader │ │ ├── TMP_SDF.shader.meta │ │ ├── TMP_Sprite.shader │ │ ├── TMP_Sprite.shader.meta │ │ ├── TMPro.cginc │ │ ├── TMPro.cginc.meta │ │ ├── TMPro_Mobile.cginc │ │ ├── TMPro_Mobile.cginc.meta │ │ ├── TMPro_Properties.cginc │ │ ├── TMPro_Properties.cginc.meta │ │ ├── TMPro_Surface.cginc │ │ └── TMPro_Surface.cginc.meta │ ├── Sprites.meta │ └── Sprites │ │ ├── EmojiOne Attribution.txt │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne.json │ │ ├── EmojiOne.json.meta │ │ ├── EmojiOne.png │ │ └── EmojiOne.png.meta ├── UIBlur_Demo.meta ├── UIBlur_Demo │ ├── Demo.cs │ ├── Demo.cs.meta │ ├── Demo.unity │ ├── Demo.unity.meta │ ├── Move.cs │ ├── Move.cs.meta │ ├── Quality URP Config.asset │ ├── Quality URP Config.asset.meta │ ├── Standalone Preset.asset │ ├── Standalone Preset.asset.meta │ ├── UniversalRenderPipelineGlobalSettings.asset │ ├── UniversalRenderPipelineGlobalSettings.asset.meta │ ├── renderer_feature.meta │ └── renderer_feature │ │ ├── screen_blur.meta │ │ └── screen_blur │ │ ├── Custom_UI_GrabBlurTexture.mat │ │ ├── Custom_UI_GrabBlurTexture.mat.meta │ │ ├── ScreenBlurRendererFeature.cs │ │ ├── ScreenBlurRendererFeature.cs.meta │ │ ├── custom_screen_blur.shader │ │ ├── custom_screen_blur.shader.meta │ │ ├── custom_ui_GrabBlurTexture.shader │ │ └── custom_ui_GrabBlurTexture.shader.meta ├── XR.meta ├── XR │ ├── Loaders.meta │ ├── Loaders │ │ ├── Oculus Loader.asset │ │ ├── Oculus Loader.asset.meta │ │ ├── Open XR Loader No Pre Init.asset │ │ ├── Open XR Loader No Pre Init.asset.meta │ │ ├── Open XR Loader.asset │ │ └── Open XR Loader.asset.meta │ ├── Settings.meta │ ├── Settings │ │ ├── Oculus Settings.asset │ │ ├── Oculus Settings.asset.meta │ │ ├── Open XR Package Settings.asset │ │ ├── Open XR Package Settings.asset.meta │ │ ├── OpenXR Editor Settings.asset │ │ └── OpenXR Editor Settings.asset.meta │ ├── XRGeneralSettings.asset │ └── XRGeneralSettings.asset.meta ├── XRI.meta └── XRI │ ├── Settings.meta │ └── Settings │ ├── Resources.meta │ ├── Resources │ ├── InteractionLayerSettings.asset │ ├── InteractionLayerSettings.asset.meta │ ├── XRDeviceSimulatorSettings.asset │ └── XRDeviceSimulatorSettings.asset.meta │ ├── XRInteractionEditorSettings.asset │ └── XRInteractionEditorSettings.asset.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── BurstAotSettings_Android.json ├── BurstAotSettings_StandaloneWindows.json ├── ClusterInputManager.asset ├── CommonBurstAotSettings.json ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Packages │ ├── com.unity.learn.iet-framework │ │ └── Settings.json │ └── com.unity.testtools.codecoverage │ │ └── Settings.json ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── TimelineSettings.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRPackageSettings.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # =============== # 2 | # Unity generated # 3 | # =============== # 4 | Temp/ 5 | Obj/ 6 | UnityGenerated/ 7 | Library/ 8 | # ===================================== # 9 | # Visual Studio / MonoDevelop generated # 10 | # ===================================== # 11 | ExportedObj/ 12 | *.svd 13 | *.userprefs 14 | *.csproj 15 | *.pidb 16 | *.suo 17 | *.sln 18 | *.user 19 | *.unityproj 20 | *.booproj 21 | *.vs 22 | # ============ # 23 | # OS generated # 24 | # ============ # 25 | .DS_Store 26 | .DS_Store? 27 | ._* 28 | .Spotlight-V100 29 | .Trashes 30 | ehthumbs.db 31 | Thumbs.db 32 | # ============ # 33 | # for others # 34 | # ============ # 35 | *.csd 36 | *.csm 37 | *.dmp 38 | *.tmp 39 | SwitchIL2CPPCache 40 | SwitchIL2CPPStats 41 | *.log #log files, for some plugins 42 | *.pyc #python bytecode cache, for some plugins. 43 | sysinfo.txt #Unity3D Generated File On Crash Reports 44 | *.sublime-workspace 45 | 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89c7da9a19d09c8419df6ac7f38d429e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/DemoSceneAssets/Scripts/IncrementUIText.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine.UI; 2 | 3 | namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets 4 | { 5 | /// 6 | /// Add this component to a GameObject and call the method 7 | /// in response to a Unity Event to update a text display to count up with each event. 8 | /// 9 | public class IncrementUIText : MonoBehaviour 10 | { 11 | [SerializeField] 12 | [Tooltip("The Text component this behavior uses to display the incremented value.")] 13 | Text m_Text; 14 | 15 | /// 16 | /// The Text component this behavior uses to display the incremented value. 17 | /// 18 | public Text text 19 | { 20 | get => m_Text; 21 | set => m_Text = value; 22 | } 23 | 24 | int m_Count; 25 | 26 | /// 27 | /// See . 28 | /// 29 | protected void Awake() 30 | { 31 | if (m_Text == null) 32 | Debug.LogWarning("Missing required Text component reference. Use the Inspector window to assign which Text component to increment.", this); 33 | } 34 | 35 | /// 36 | /// Increment the string message of the Text component. 37 | /// 38 | public void IncrementText() 39 | { 40 | m_Count += 1; 41 | if (m_Text != null) 42 | m_Text.text = m_Count.ToString(); 43 | } 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/DemoSceneAssets/Scripts/IncrementUIText.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ba6ff5e7c92519444bc2a7ca46558963 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Samples/XR Interaction Toolkit/2.5.2/Starter 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externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e3b057af24249748ff873be7fafee47 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 128e987d567d4e2c824d754223b3f3b0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd89cf5b9246416f84610a006f916af7 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 14eb328de4b8eb245bb7cea29e4ac00b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc1ede39bf3643ee8e493720e4259791 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a02a7d8c237544f1962732b55a9aebf1 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field SSD" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | _MaskTex ("Mask Texture", 2D) = "white" {} 46 | _MaskInverse ("Inverse", float) = 0 47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) 48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 50 | 51 | _StencilComp ("Stencil Comparison", Float) = 8 52 | _Stencil ("Stencil ID", Float) = 0 53 | _StencilOp ("Stencil Operation", Float) = 0 54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 55 | _StencilReadMask ("Stencil Read Mask", Float) = 255 56 | 57 | _CullMode ("Cull Mode", Float) = 0 58 | _ColorMask ("Color Mask", Float) = 15 59 | } 60 | 61 | SubShader { 62 | Tags { 63 | "Queue"="Transparent" 64 | "IgnoreProjector"="True" 65 | "RenderType"="Transparent" 66 | } 67 | 68 | Stencil 69 | { 70 | Ref [_Stencil] 71 | Comp [_StencilComp] 72 | Pass [_StencilOp] 73 | ReadMask [_StencilReadMask] 74 | WriteMask [_StencilWriteMask] 75 | } 76 | 77 | Cull [_CullMode] 78 | ZWrite Off 79 | Lighting Off 80 | Fog { Mode Off } 81 | ZTest [unity_GUIZTestMode] 82 | Blend One OneMinusSrcAlpha 83 | ColorMask [_ColorMask] 84 | 85 | Pass { 86 | CGPROGRAM 87 | #pragma vertex VertShader 88 | #pragma fragment PixShader 89 | #pragma shader_feature __ OUTLINE_ON 90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 91 | 92 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 93 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 94 | 95 | #include "UnityCG.cginc" 96 | #include "UnityUI.cginc" 97 | #include "TMPro_Properties.cginc" 98 | 99 | #include "TMPro_Mobile.cginc" 100 | 101 | ENDCG 102 | } 103 | } 104 | 105 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 106 | } 107 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8d12adcee749c344b8117cf7c7eb912 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe393ace9b354375a9cb14cdbbc28be4 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85187c2149c549c5b33f0cdb02836b17 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7ada0af4f174f0694ca6a487b8f543d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68e6db2ebdc24f95958faec2be5558d6 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", Float) = 8 9 | _Stencil ("Stencil ID", Float) = 0 10 | _StencilOp ("Stencil Operation", Float) = 0 11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 12 | _StencilReadMask ("Stencil Read Mask", Float) = 255 13 | 14 | _CullMode ("Cull Mode", Float) = 0 15 | _ColorMask ("Color Mask", Float) = 15 16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 17 | 18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 19 | } 20 | 21 | SubShader 22 | { 23 | Tags 24 | { 25 | "Queue"="Transparent" 26 | "IgnoreProjector"="True" 27 | "RenderType"="Transparent" 28 | "PreviewType"="Plane" 29 | "CanUseSpriteAtlas"="True" 30 | } 31 | 32 | Stencil 33 | { 34 | Ref [_Stencil] 35 | Comp [_StencilComp] 36 | Pass [_StencilOp] 37 | ReadMask [_StencilReadMask] 38 | WriteMask [_StencilWriteMask] 39 | } 40 | 41 | Cull [_CullMode] 42 | Lighting Off 43 | ZWrite Off 44 | ZTest [unity_GUIZTestMode] 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask [_ColorMask] 47 | 48 | Pass 49 | { 50 | Name "Default" 51 | CGPROGRAM 52 | #pragma vertex vert 53 | #pragma fragment frag 54 | #pragma target 2.0 55 | 56 | #include "UnityCG.cginc" 57 | #include "UnityUI.cginc" 58 | 59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 61 | 62 | struct appdata_t 63 | { 64 | float4 vertex : POSITION; 65 | float4 color : COLOR; 66 | float2 texcoord : TEXCOORD0; 67 | UNITY_VERTEX_INPUT_INSTANCE_ID 68 | }; 69 | 70 | struct v2f 71 | { 72 | float4 vertex : SV_POSITION; 73 | fixed4 color : COLOR; 74 | float2 texcoord : TEXCOORD0; 75 | float4 worldPosition : TEXCOORD1; 76 | UNITY_VERTEX_OUTPUT_STEREO 77 | }; 78 | 79 | sampler2D _MainTex; 80 | fixed4 _Color; 81 | fixed4 _TextureSampleAdd; 82 | float4 _ClipRect; 83 | float4 _MainTex_ST; 84 | 85 | v2f vert(appdata_t v) 86 | { 87 | v2f OUT; 88 | UNITY_SETUP_INSTANCE_ID(v); 89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); 90 | OUT.worldPosition = v.vertex; 91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 92 | 93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 94 | 95 | OUT.color = v.color * _Color; 96 | return OUT; 97 | } 98 | 99 | fixed4 frag(v2f IN) : SV_Target 100 | { 101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 102 | 103 | #ifdef UNITY_UI_CLIP_RECT 104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 105 | #endif 106 | 107 | #ifdef UNITY_UI_ALPHACLIP 108 | clip (color.a - 0.001); 109 | #endif 110 | 111 | return color; 112 | } 113 | ENDCG 114 | } 115 | } 116 | } 117 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf81c85f95fe47e1a27f6ae460cf182c 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro.cginc: -------------------------------------------------------------------------------- 1 | float2 UnpackUV(float uv) 2 | { 3 | float2 output; 4 | output.x = floor(uv / 4096); 5 | output.y = uv - 4096 * output.x; 6 | 7 | return output * 0.001953125; 8 | } 9 | 10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) 11 | { 12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); 13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); 14 | 15 | faceColor.rgb *= faceColor.a; 16 | outlineColor.rgb *= outlineColor.a; 17 | 18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha); 19 | 20 | faceColor *= faceAlpha; 21 | 22 | return faceColor; 23 | } 24 | 25 | float3 GetSurfaceNormal(float4 h, float bias) 26 | { 27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); 28 | 29 | h += bias+_BevelOffset; 30 | 31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); 32 | 33 | // Track outline 34 | h -= .5; 35 | h /= bevelWidth; 36 | h = saturate(h+.5); 37 | 38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); 39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); 40 | h = min(h, 1.0-_BevelClamp); 41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0; 42 | 43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); 44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); 45 | 46 | return cross(va, vb); 47 | } 48 | 49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) 50 | { 51 | // Read "height field" 52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a, 53 | tex2D(_MainTex, uv + delta.xz).a, 54 | tex2D(_MainTex, uv - delta.zy).a, 55 | tex2D(_MainTex, uv + delta.zy).a}; 56 | 57 | return GetSurfaceNormal(h, bias); 58 | } 59 | 60 | float3 GetSpecular(float3 n, float3 l) 61 | { 62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity); 63 | return _SpecularColor.rgb * spec * _SpecularPower; 64 | } 65 | 66 | float4 GetGlowColor(float d, float scale) 67 | { 68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; 69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; 70 | glow = saturate(abs(glow/(1.0 + t))); 71 | glow = 1.0-pow(glow, _GlowPower); 72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel 73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); 74 | } 75 | 76 | float4 BlendARGB(float4 overlying, float4 underlying) 77 | { 78 | overlying.rgb *= overlying.a; 79 | underlying.rgb *= underlying.a; 80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); 81 | float alpha = underlying.a + (1-underlying.a)*overlying.a; 82 | return float4(blended, alpha); 83 | } 84 | 85 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 407bc68d299748449bbf7f48ee690f8d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c334973cef89a9840b0b0c507e0377ab 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc: -------------------------------------------------------------------------------- 1 | // UI Editable properties 2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance 3 | uniform float _FaceUVSpeedX; 4 | uniform float _FaceUVSpeedY; 5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity 6 | uniform float _FaceDilate; // v[ 0, 1] 7 | uniform float _OutlineSoftness; // v[ 0, 1] 8 | 9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity 10 | uniform float _OutlineUVSpeedX; 11 | uniform float _OutlineUVSpeedY; 12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity 13 | uniform float _OutlineWidth; // v[ 0, 1] 14 | 15 | uniform float _Bevel; // v[ 0, 1] 16 | uniform float _BevelOffset; // v[-1, 1] 17 | uniform float _BevelWidth; // v[-1, 1] 18 | uniform float _BevelClamp; // v[ 0, 1] 19 | uniform float _BevelRoundness; // v[ 0, 1] 20 | 21 | uniform sampler2D _BumpMap; // Normal map 22 | uniform float _BumpOutline; // v[ 0, 1] 23 | uniform float _BumpFace; // v[ 0, 1] 24 | 25 | uniform samplerCUBE _Cube; // Cube / sphere map 26 | uniform fixed4 _ReflectFaceColor; // RGB intensity 27 | uniform fixed4 _ReflectOutlineColor; 28 | //uniform float _EnvTiltX; // v[-1, 1] 29 | //uniform float _EnvTiltY; // v[-1, 1] 30 | uniform float3 _EnvMatrixRotation; 31 | uniform float4x4 _EnvMatrix; 32 | 33 | uniform fixed4 _SpecularColor; // RGB intensity 34 | uniform float _LightAngle; // v[ 0,Tau] 35 | uniform float _SpecularPower; // v[ 0, 1] 36 | uniform float _Reflectivity; // v[ 5, 15] 37 | uniform float _Diffuse; // v[ 0, 1] 38 | uniform float _Ambient; // v[ 0, 1] 39 | 40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity 41 | uniform float _UnderlayOffsetX; // v[-1, 1] 42 | uniform float _UnderlayOffsetY; // v[-1, 1] 43 | uniform float _UnderlayDilate; // v[-1, 1] 44 | uniform float _UnderlaySoftness; // v[ 0, 1] 45 | 46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity 47 | uniform float _GlowOffset; // v[-1, 1] 48 | uniform float _GlowOuter; // v[ 0, 1] 49 | uniform float _GlowInner; // v[ 0, 1] 50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)] 51 | 52 | // API Editable properties 53 | uniform float _ShaderFlags; 54 | uniform float _WeightNormal; 55 | uniform float _WeightBold; 56 | 57 | uniform float _ScaleRatioA; 58 | uniform float _ScaleRatioB; 59 | uniform float _ScaleRatioC; 60 | 61 | uniform float _VertexOffsetX; 62 | uniform float _VertexOffsetY; 63 | 64 | //uniform float _UseClipRect; 65 | uniform float _MaskID; 66 | uniform sampler2D _MaskTex; 67 | uniform float4 _MaskCoord; 68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) 69 | //uniform float _MaskWipeControl; 70 | //uniform float _MaskEdgeSoftness; 71 | //uniform fixed4 _MaskEdgeColor; 72 | //uniform bool _MaskInverse; 73 | 74 | uniform float _MaskSoftnessX; 75 | uniform float _MaskSoftnessY; 76 | 77 | // Font Atlas properties 78 | uniform sampler2D _MainTex; 79 | uniform float _TextureWidth; 80 | uniform float _TextureHeight; 81 | uniform float _GradientScale; 82 | uniform float _ScaleX; 83 | uniform float _ScaleY; 84 | uniform float _PerspectiveFilter; 85 | uniform float _Sharpness; 86 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3997e2241185407d80309a82f9148466 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d930090c0cd643c7b55f19a38538c162 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d0603b6d5186471b96c778c3949c7ce2 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt: -------------------------------------------------------------------------------- 1 | This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/ 2 | 3 | Please visit their website to view the complete set of their emojis and review their licensing terms. -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 381dcb09d5029d14897e55f98031fca5 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne.json.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8f05276190cf498a8153f6cbe761d4e6 3 | timeCreated: 1480316860 4 | licenseType: Pro 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/emptybraces/Unity-URP-Stackable-UI-Blur/b0e54344a59f7df7082713db0d6364a1a9c95c43/Assets/TextMesh Pro/Sprites/EmojiOne.png -------------------------------------------------------------------------------- /Assets/UIBlur_Demo.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a1ab6a5427af8dd48907f3bc753ea700 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UIBlur_Demo/Demo.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using Unity.XR.CoreUtils; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | namespace UIBlur_Demo 7 | { 8 | public class Demo : MonoBehaviour 9 | { 10 | [SerializeField] ScreenBlurRendererFeature _rendererFeatureScreenBlur; 11 | [SerializeField] UnityEngine.Experimental.Rendering.Universal.RenderObjects _rendererFeatureSecondayUIRender; 12 | [SerializeField] float _blurPower = 0.1f; 13 | [SerializeField] bool _isApplyScreen; 14 | [SerializeField] Canvas _startCanvas; 15 | 16 | void Start() 17 | { 18 | _rendererFeatureScreenBlur.SetActive(false); 19 | _rendererFeatureSecondayUIRender.SetActive(false); 20 | } 21 | 22 | void OnDisable() 23 | { 24 | _rendererFeatureScreenBlur.SetActive(false); 25 | _rendererFeatureSecondayUIRender.SetActive(false); 26 | } 27 | 28 | void Update() 29 | { 30 | _rendererFeatureScreenBlur.Params.IsApplyScreen = _isApplyScreen; 31 | _rendererFeatureScreenBlur.Params.BlurPower = _blurPower; 32 | } 33 | public void ApplyScreen(bool b) => _isApplyScreen = b; 34 | public void Back(Selectable e) 35 | { 36 | var current = e.transform.parent; 37 | var prev = current.parent.GetChild(current.GetSiblingIndex() - 1); 38 | if (prev.TryGetComponent(out _)) 39 | { 40 | prev.gameObject.SetLayerRecursively(LayerMask.NameToLayer("UI2")); 41 | prev.transform.Find("blur").gameObject.SetActive(true); 42 | } 43 | StartCoroutine(_Anim(current.GetComponent(), false)); 44 | } 45 | public void More(Selectable e) 46 | { 47 | _rendererFeatureScreenBlur.SetActive(true); 48 | _rendererFeatureSecondayUIRender.SetActive(true); 49 | if (e.name == "start") 50 | { 51 | StartCoroutine(_Anim(_startCanvas.GetComponent(), true)); 52 | } 53 | else 54 | { 55 | var current = e.transform.parent; 56 | var next = current.parent.GetChild(current.GetSiblingIndex() + 1); 57 | current.gameObject.SetLayerRecursively(LayerMask.NameToLayer("UI")); 58 | current.transform.Find("blur").gameObject.SetActive(false); 59 | StartCoroutine(_Anim(next.GetComponent(), true)); 60 | } 61 | } 62 | 63 | IEnumerator _Anim(CanvasGroup cg, bool isShow, float span = 0.1f) 64 | { 65 | var s = Time.time; 66 | var e = Time.time + span; 67 | while (Time.time < e) 68 | { 69 | cg.alpha = Mathf.InverseLerp(0, span, isShow ? (Time.time - s) : (e - Time.time)); 70 | yield return null; 71 | } 72 | cg.alpha = isShow ? 1 : 0; 73 | cg.blocksRaycasts = cg.interactable = isShow; 74 | } 75 | } 76 | } -------------------------------------------------------------------------------- /Assets/UIBlur_Demo/Demo.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fbee9eaa118d3dd418d5eda2c8c17ac3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/UIBlur_Demo/Demo.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 84c96f12ea9328e478ba6804301e61f4 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UIBlur_Demo/Move.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace UIBlur_Demo 4 | { 5 | public class Move : MonoBehaviour 6 | { 7 | [SerializeField] float move; 8 | void Update() 9 | { 10 | transform.position = new Vector3(Mathf.Sin(Time.time) * move, transform.position.y, transform.position.z); 11 | } 12 | } 13 | 14 | } -------------------------------------------------------------------------------- /Assets/UIBlur_Demo/Move.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: af33d50cb040faa4992a925209e8ee6a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | 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-------------------------------------------------------------------------------- /Assets/UIBlur_Demo/renderer_feature/screen_blur/custom_screen_blur.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Screen_Blur" 2 | { 3 | Properties 4 | { 5 | } 6 | HLSLINCLUDE 7 | 8 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 9 | // The Blit.hlsl file provides the vertex shader (Vert), 10 | // the input structure (Attributes), and the output structure (Varyings) 11 | #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" 12 | 13 | float _BlurPower; 14 | float4 _BlitTexture_TexelSize; 15 | 16 | float4 BlurVertical(Varyings input) : SV_Target 17 | { 18 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 19 | const float BLUR_SAMPLES = 64; 20 | const float BLUR_SAMPLES_RANGE = BLUR_SAMPLES / 2; 21 | 22 | float3 color = 0; 23 | float blurPixels = _BlurPower * _ScreenParams.y; 24 | for (float i = -BLUR_SAMPLES_RANGE; i <= BLUR_SAMPLES_RANGE; ++i) 25 | { 26 | float2 sampleOffset = float2(0, (blurPixels / _BlitTexture_TexelSize.w) * (i / BLUR_SAMPLES_RANGE)); 27 | color += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, input.texcoord + sampleOffset).rgb; 28 | } 29 | 30 | return float4(color.rgb / (BLUR_SAMPLES + 1), 1); 31 | } 32 | 33 | float4 BlurHorizontal(Varyings input) : SV_Target 34 | { 35 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 36 | const float BLUR_SAMPLES = 64; 37 | const float BLUR_SAMPLES_RANGE = BLUR_SAMPLES / 2; 38 | 39 | float3 color = 0; 40 | float blurPixels = _BlurPower * _ScreenParams.x; 41 | for (float i = -BLUR_SAMPLES_RANGE; i <= BLUR_SAMPLES_RANGE; ++i) 42 | { 43 | float2 sampleOffset = float2((blurPixels / _BlitTexture_TexelSize.z) * (i / BLUR_SAMPLES_RANGE), 0); 44 | color += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, input.texcoord + sampleOffset).rgb; 45 | } 46 | 47 | return float4(color / (BLUR_SAMPLES + 1), 1); 48 | } 49 | 50 | ENDHLSL 51 | 52 | SubShader 53 | { 54 | LOD 100 ZWrite Off Cull Off 55 | Pass 56 | { 57 | Tags { "RenderPipeline" = "UniversalPipeline"} 58 | Name "BlurPassVertical" 59 | 60 | HLSLPROGRAM 61 | 62 | #pragma vertex Vert 63 | #pragma fragment BlurVertical 64 | 65 | ENDHLSL 66 | } 67 | 68 | Pass 69 | { 70 | Tags { "RenderPipeline" = "UniversalPipeline"} 71 | Name "BlurPassHorizontal" 72 | 73 | HLSLPROGRAM 74 | 75 | #pragma vertex Vert 76 | #pragma fragment BlurHorizontal 77 | 78 | ENDHLSL 79 | } 80 | } 81 | } -------------------------------------------------------------------------------- /Assets/UIBlur_Demo/renderer_feature/screen_blur/custom_screen_blur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 37e9c14391e18c94cac48b343b1417d4 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UIBlur_Demo/renderer_feature/screen_blur/custom_ui_GrabBlurTexture.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/UI_GrabBlurTexture" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Main Tex", 2D) = "white" {} 6 | } 7 | 8 | HLSLINCLUDE 9 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 10 | #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" 11 | 12 | struct appdata 13 | { 14 | half4 vertex : POSITION; 15 | half4 color : COLOR; 16 | UNITY_VERTEX_INPUT_INSTANCE_ID 17 | }; 18 | 19 | struct v2f 20 | { 21 | half4 vertex : SV_POSITION; 22 | half4 screenPos : TEXCOORD0; 23 | half4 color : COLOR; 24 | UNITY_VERTEX_OUTPUT_STEREO 25 | }; 26 | 27 | //sampler2D _GrabBlurTex; 28 | //sampler2D _GrabTex; 29 | TEXTURE2D_X(_GrabTex); 30 | TEXTURE2D_X(_GrabBlurTex); 31 | //SAMPLER(sampler_GrabBlurTex); 32 | 33 | v2f vert (appdata v) 34 | { 35 | v2f o; 36 | UNITY_SETUP_INSTANCE_ID(v); 37 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); 38 | o.vertex = TransformObjectToHClip(v.vertex.xyz); 39 | o.screenPos = ComputeScreenPos(o.vertex); 40 | o.color = v.color; 41 | return o; 42 | } 43 | 44 | half4 frag (v2f input) : SV_Target 45 | { 46 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 47 | float2 screenUV = input.vertex.xy * rcp(_ScreenParams.xy); 48 | half4 color1 = SAMPLE_TEXTURE2D_X(_GrabTex, sampler_LinearRepeat, screenUV); 49 | half4 color2 = SAMPLE_TEXTURE2D_X(_GrabBlurTex, sampler_LinearRepeat, screenUV); 50 | return lerp(color1, color2, input.color.a); 51 | //return lerp(tex2Dproj(_GrabTex, input.screenPos), tex2Dproj(_GrabBlurTex, input.screenPos), input.color.a); 52 | } 53 | 54 | ENDHLSL 55 | 56 | SubShader 57 | { 58 | LOD 100 59 | Cull Back 60 | ZWrite Off 61 | 62 | Tags { "RenderType"="Transparent" "Queue" = "Transparent" "PreviewType"="Plane" 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-------------------------------------------------------------------------------- /ProjectSettings/VersionControlSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!890905787 &1 4 | VersionControlSettings: 5 | m_ObjectHideFlags: 0 6 | m_Mode: Visible Meta Files 7 | m_CollabEditorSettings: 8 | inProgressEnabled: 1 9 | -------------------------------------------------------------------------------- /ProjectSettings/XRPackageSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_Settings": [ 3 | "RemoveLegacyInputHelpersForReload" 4 | ] 5 | } -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "True", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity URP Stackable UI Blur 2 | Sample a representaion of stackable UI Blur with URP. 3 | 4 | I see that working with 2022.3, 2023.2 with standalone platform. 5 | 6 | Now working even VR, multi-pass, single pass instanced both mode.(Required "VR_SPI" symbol in SPI mode.) 7 | 8 | https://github.com/emptybraces/Unity_URP_Stackable_UI_Blur/assets/1441835/f7c43799-fe26-48a8-b392-d4ae791ef815 9 | --------------------------------------------------------------------------------