├── .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
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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 |
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1 | namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
2 | {
3 | ///
4 | /// Destroys the GameObject it is attached to after a specified amount of time.
5 | ///
6 | public class DestroySelf : MonoBehaviour
7 | {
8 | [SerializeField]
9 | [Tooltip("The amount of time, in seconds, to wait after Start before destroying the GameObject.")]
10 | float m_Lifetime = 0.25f;
11 |
12 | ///
13 | /// The amount of time, in seconds, to wait after Start before destroying the GameObject.
14 | ///
15 | public float lifetime
16 | {
17 | get => m_Lifetime;
18 | set => m_Lifetime = value;
19 | }
20 |
21 | ///
22 | /// See .
23 | ///
24 | void Start()
25 | {
26 | Destroy(gameObject, m_Lifetime);
27 | }
28 | }
29 | }
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1 | Shader "VR/TunnelingVignette"
2 | {
3 | Properties
4 | {
5 | _ApertureSize("Aperture Size", Range(0, 1)) = 0.7
6 | _FeatheringEffect("Feathering Effect", Range(0, 1)) = 0.2
7 | _VignetteColor("Vignette Color", Color) = (0, 0, 0, 1)
8 | _VignetteColorBlend("Vignette Color Blend", Color) = (0, 0, 0, 1)
9 | }
10 | SubShader
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13 | LOD 100
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15 | Pass
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17 | Blend SrcAlpha OneMinusSrcAlpha
18 | ZTest Always
19 | ZWrite Off
20 |
21 | CGPROGRAM
22 | #pragma vertex vert
23 | #pragma fragment frag
24 |
25 | #include "UnityCG.cginc"
26 |
27 | struct appdata
28 | {
29 | float4 vertex : POSITION;
30 | float2 uv : TEXCOORD0;
31 |
32 | UNITY_VERTEX_INPUT_INSTANCE_ID
33 | };
34 |
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39 |
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41 | };
42 |
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44 | float4 _VignetteColorBlend;
45 | float _ApertureSize;
46 | float _FeatheringEffect;
47 |
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49 | {
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53 | UNITY_INITIALIZE_OUTPUT(v2f, o);
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55 |
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57 | o.uv = v.uv;
58 | return o;
59 | }
60 |
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62 |
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64 | {
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72 |
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/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader:
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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 |
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/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader:
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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 |
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/Assets/TextMesh Pro/Shaders/TMPro.cginc:
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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 |
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/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc:
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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 |
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/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt:
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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.
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https://raw.githubusercontent.com/emptybraces/Unity-URP-Stackable-UI-Blur/b0e54344a59f7df7082713db0d6364a1a9c95c43/Assets/TextMesh Pro/Sprites/EmojiOne.png
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/Assets/UIBlur_Demo/Demo.cs:
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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