├── .gitattributes ├── .gitignore ├── Assets ├── Depthkit.meta ├── Depthkit │ ├── Depthkit.dll │ ├── Depthkit.dll.meta │ ├── LICENSE.txt │ └── LICENSE.txt.meta ├── Ditho.meta ├── Ditho │ ├── Editor.meta │ ├── Editor │ │ ├── Ditho.Editor.asmdef │ │ ├── Ditho.Editor.asmdef.meta │ │ ├── FiberEditor.cs │ │ ├── FiberEditor.cs.meta │ │ ├── MetadataEditor.cs │ │ ├── MetadataEditor.cs.meta │ │ ├── SurfaceEditor.cs │ │ └── SurfaceEditor.cs.meta │ ├── Script.meta │ ├── Script │ │ ├── Ditho.asmdef │ │ ├── Ditho.asmdef.meta │ │ ├── Fiber.cs │ │ ├── Fiber.cs.meta │ │ ├── Metadata.cs │ │ ├── Metadata.cs.meta │ │ ├── Properties.meta │ │ ├── Properties │ │ │ ├── AssemblyInfo.cs │ │ │ └── AssemblyInfo.cs.meta │ │ ├── Surface.cs │ │ ├── Surface.cs.meta │ │ ├── Utility.cs │ │ └── Utility.cs.meta │ ├── Shader.meta │ └── Shader │ │ ├── Common.hlsl │ │ ├── Common.hlsl.meta │ │ ├── Fiber.shader │ │ ├── Fiber.shader.meta │ │ ├── SimplexNoise2D.hlsl │ │ ├── SimplexNoise2D.hlsl.meta │ │ ├── SimplexNoise3D.hlsl │ │ ├── SimplexNoise3D.hlsl.meta │ │ ├── Surface.shader │ │ └── Surface.shader.meta ├── StreamingAssets.meta ├── StreamingAssets │ ├── Test.mov │ └── Test.mov.meta ├── Test.meta ├── Test.unity ├── Test.unity.meta └── Test │ ├── Camera.playable │ ├── Camera.playable.meta │ ├── Postprocess.asset │ ├── Postprocess.asset.meta │ ├── Test.asset │ ├── Test.asset.meta │ ├── Warp.mat │ └── Warp.mat.meta ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | * -text 2 | 3 | *.cs text eol=lf diff=csharp 4 | *.shader text eol=lf 5 | *.cginc text eol=lf 6 | *.hlsl text eol=lf 7 | *.compute text eol=lf 8 | 9 | *.meta text eol=lf 10 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Windows 2 | Thumbs.db 3 | Desktop.ini 4 | 5 | # macOS 6 | .DS_Store 7 | 8 | # Code Editors 9 | /.idea 10 | /.vscode 11 | /*.csproj 12 | /*.sln 13 | *.swp 14 | 15 | # Unity 16 | /Library 17 | /Temp 18 | -------------------------------------------------------------------------------- /Assets/Depthkit.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4dc0af7bf40f619ee827d7ccb535cb84 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Depthkit/Depthkit.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/keijiro/DepthkitTest/f721210a5f481fd17a762717bbb94b80bd26bdf7/Assets/Depthkit/Depthkit.dll -------------------------------------------------------------------------------- /Assets/Depthkit/Depthkit.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 43a674f2b137d8176a693465eb13fccf 3 | PluginImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | iconMap: {} 7 | executionOrder: {} 8 | defineConstraints: [] 9 | isPreloaded: 0 10 | isOverridable: 0 11 | isExplicitlyReferenced: 0 12 | platformData: 13 | - first: 14 | Any: 15 | second: 16 | enabled: 1 17 | settings: {} 18 | - first: 19 | Editor: Editor 20 | second: 21 | enabled: 0 22 | settings: 23 | DefaultValueInitialized: true 24 | - first: 25 | Windows Store Apps: WindowsStoreApps 26 | second: 27 | enabled: 0 28 | settings: 29 | CPU: AnyCPU 30 | userData: 31 | assetBundleName: 32 | assetBundleVariant: 33 | -------------------------------------------------------------------------------- /Assets/Depthkit/LICENSE.txt: -------------------------------------------------------------------------------- 1 | SOFTWARE DEVELOPMENT KIT LICENSE AGREEMENT 2 | 3 | The text of this license (this “License”) may be found at: www.depthkit.tv/license-agreement-v1 4 | 5 | Thank you for your interest in using the Scatter Software Development Kit (the “SDK”). In order to obtain 6 | and use the SDK, you must first agree to the terms of this License. If you do not agree to the terms of this 7 | License, then you may not use the SDK. 8 | 9 | SDK LICENSE 10 | 1. Subject to the terms and conditions of this License, Scatter hereby 11 | grants to you a worldwide, non-exclusive, royalty-free, sublicenseable license to use, reproduce, modify, 12 | embed and redistribute (subject to restrictions below) the software contained in the SDK, including, but 13 | not limited to, the samples, headers, documentation and source code. This License is subject to the 14 | following terms and conditions: 15 | 1.1 This license grants you the non-exclusive license and right to use the SDK to develop 16 | methods to play back content produced in the software suite known as Depth Kit (such content referred 17 | to as your “Content”) in the Unity game engine, as well as other features that may be added from time to 18 | time by Scatter. You may not use the SDK to connect Depth Kit to any software platform or game engine 19 | other than Unity. 20 | 1.2 For avoidance of doubt, when you use the SDK in or with your Content, you retain all 21 | rights to your Content, and you have no obligations to share or license your Content (including your 22 | source and object code) to Scatter or any third parties; provided, however, Scatter retains all rights to the 23 | SDK and the headers, libraries and APIs of Depth Kit and other tools made available by Scatter, including 24 | those that may be incorporated into your Content by virtue of your producing it through Depth Kit. 25 | 1.3 You agree not to commit any act intended to (a) interfere with the normal operation of 26 | Depth Kit or the SDK, (b) provide software to Depth Kit users or developers that would induce breach of 27 | any Scatter agreements, or (c) provide software to Scatter or Depth Kit users that contains malware, 28 | viruses, hacks, bots, Trojan horses, or other malicious code. 29 | 1.4 You may not use the SDK for any purpose not expressly permitted by this License. You 30 | may not: 31 | 32 | a. decompile; 33 | b. reverse engineer; 34 | c. disassemble; or 35 | d. attempt to derive the source code of any part of the SDK where source code is 36 | not directly provided to you, or any other software or firmware provided to you by Scatter in binary 37 | form (except as and only to the extent any foregoing restriction is prohibited by applicable law). 38 | 39 | REDISTRIBUTION 40 | 2. Subject to the terms and conditions of this License, your license to redistribute and sublicense the SDK 41 | is also expressly made subject to the following conditions: 42 | 2.1 You may sublicense and redistribute the binary or object code form of the SDK in whole 43 | for no charge or as part of a for-charge piece of Content; provided, however, you may only license, 44 | sublicense or redistribute the binary or object code of the SDK (and not the SDK’s source code) in its 45 | entirety. The SDK, including its associated libraries, and your Content that includes any portion of the 46 | SDK, may only be used with Depth Kit and may not be used, licensed, or sublicensed to interface with 47 | software that is not authorized and approved by Scatter; 48 | 2.2 You must include with all such redistributed or sublicensed SDK code the following copyright 49 | notice: “Copyright 2016-2018 Scatter Inc. All rights reserved.”; 50 | 2.3 You must give any other recipients of the SDK a copy of this License as such recipients, 51 | licensees or sublicensees may only use the SDK subject to the terms of this License and such recipient's, 52 | licensee's or sublicensee's agreement to and acceptance of this License with Scatter; and 53 | 2.4 The SDK includes a “LICENSE” text file (the “License Notice”), and any SDK distribution that 54 | you distribute must include a copy of this License with the License Notice. 55 | 56 | GENERAL PROVISIONS 57 | 3. Additional Materials 58 | 3.1 Scatter may include in this SDK additional content (e.g., samples) for demonstration, 59 | references or other specific purposes. Such content will be clearly marked in the SDK and is subject to 60 | any included terms and conditions. 61 | 3.2 Your use of third-party materials included in the SDK, or which the SDK may be dependent 62 | upon (including without limitation Unity), may be subject to other terms and conditions typically found in 63 | separate third-party license agreements or "READ ME" files included with such third-party materials. To 64 | the extent such other terms and conditions conflict with the terms and conditions of this License, the 65 | former will control with respect to the applicable third-party materials. The terms of licensing the Unity 66 | game engine can be found here: https://unity3d.com/legal/terms-of-service/software. 67 | 4. THE SDK AND ANY COMPONENT THEREOF ARE PROVIDED “AS IS” AND ANY EXPRESS OR 68 | IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF 69 | MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO 70 | EVENT SHALL Scatter AS THE COPYRIGHT OWNER OR ITS CONTRIBUTORS BE LIABLE FOR ANY 71 | DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 72 | (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 73 | LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON 74 | ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING 75 | NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SDK, EVEN IF 76 | ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. SOME JURISDICTIONS DO NOT PERMIT THE 77 | EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES, SO YOU MAY HAVE ADDITIONAL 78 | RIGHTS. 79 | 5. 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Scatter reserves the right to terminate this License and all your rights hereunder immediately in the 98 | event you materially breach this License. 99 | 9. Furthermore, Scatter also reserves the right to cancel or terminate this License for any of the following 100 | reasons: 101 | a. Intellectual property infringement by you for your Content that is used with or by 102 | the SDK; 103 | b. Content that violates applicable law; 104 | c. Health and safety issues associated with your Content; 105 | d. Use of the SDK with a commercial product other than Depth Kit and Unity; and 106 | e. Failure to provide required notices as set forth above. 107 | 10. You agree to fully indemnify Scatter from any and all losses, costs, damages and expenses (including 108 | reasonable attorney's fees) arising out of your Content or any breach of this License. 109 | 11. 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Scatter may assign its rights or obligations under 119 | this License in its sole discretion. 120 | 14. Failure of either party at any time to enforce any of the provisions of this License will not be construed 121 | as a waiver of such provisions or in any way affect the validity of this License or parts thereof. 122 | 15. Your remedies under this License shall be limited to the right to collect money damages, if any, and 123 | you hereby waive your right to injunctive or other equitable relief. 124 | 16. You will comply with all applicable export control laws of the United States and any other applicable 125 | governmental authority, including without limitation, the U.S. Export Administration Regulations. You 126 | agree that this License and the SDK and accompanying documentation are Scatter's confidential 127 | information (and is not publicly available), and you will not use it, disclose it or make it available to others 128 | except in accordance with the terms of this License. 129 | 17. This License shall be governed by the laws of the State of New York, without giving effect to choice of 130 | law principles. All disputes relating to this License shall be resolved by binding non-appearance-based 131 | arbitration before a single arbitrator in New York County, New York. The arbitration shall be conducted in 132 | accordance with the rules and procedures of JAMS then in effect, and the judgment of the arbitrator shall 133 | be final and capable of entry in any court of competent jurisdiction. You and Scatter agree to submit to the 134 | personal jurisdiction of the courts located within New York County, New York in connection with any 135 | entrance of an arbitrator’s judgment or decision or any dispute with respect to the arbitration process or 136 | procedure or Scatter’s exercise of its equitable rights or remedies. 137 | 138 | Effective as of October 7, 2016 -------------------------------------------------------------------------------- /Assets/Depthkit/LICENSE.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9d2fdc8e07152c2f8af1e78b85b89bd3 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Ditho.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a4a6363a953ccf54f93812a1a5c84882 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Ditho/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 990b612db74694820b295f38e5b0441c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Ditho/Editor/Ditho.Editor.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "Ditho.Editor", 3 | "references": [ 4 | "Ditho" 5 | ], 6 | "optionalUnityReferences": [], 7 | "includePlatforms": [ 8 | "Editor" 9 | ], 10 | "excludePlatforms": [], 11 | "allowUnsafeCode": false, 12 | "overrideReferences": false, 13 | "precompiledReferences": [], 14 | "autoReferenced": true, 15 | "defineConstraints": [] 16 | } -------------------------------------------------------------------------------- /Assets/Ditho/Editor/Ditho.Editor.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ca4c56298056793e3b6828270772eed5 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Ditho/Editor/FiberEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | namespace Ditho 5 | { 6 | [CanEditMultipleObjects] 7 | [CustomEditor(typeof(Fiber))] 8 | sealed class FiberEditor : Editor 9 | { 10 | SerializedProperty _source; 11 | SerializedProperty _metadata; 12 | 13 | SerializedProperty _pointCount; 14 | SerializedProperty _curveLength; 15 | SerializedProperty _curveAnimation; 16 | 17 | SerializedProperty _noiseAmplitude; 18 | SerializedProperty _noiseAnimation; 19 | 20 | SerializedProperty _lineColor; 21 | SerializedProperty _attenuation; 22 | 23 | void OnEnable() 24 | { 25 | _source = serializedObject.FindProperty("_source"); 26 | _metadata = serializedObject.FindProperty("_metadata"); 27 | 28 | _pointCount = serializedObject.FindProperty("_pointCount"); 29 | _curveLength = serializedObject.FindProperty("_curveLength"); 30 | _curveAnimation = serializedObject.FindProperty("_curveAnimation"); 31 | 32 | _noiseAmplitude = serializedObject.FindProperty("_noiseAmplitude"); 33 | _noiseAnimation = serializedObject.FindProperty("_noiseAnimation"); 34 | 35 | _lineColor = serializedObject.FindProperty("_lineColor"); 36 | _attenuation = serializedObject.FindProperty("_attenuation"); 37 | } 38 | 39 | public override void OnInspectorGUI() 40 | { 41 | serializedObject.Update(); 42 | 43 | EditorGUILayout.PropertyField(_source); 44 | EditorGUILayout.PropertyField(_metadata); 45 | 46 | EditorGUILayout.Space(); 47 | 48 | EditorGUI.BeginChangeCheck(); 49 | EditorGUILayout.PropertyField(_pointCount); 50 | var needsReconstruct = EditorGUI.EndChangeCheck(); 51 | 52 | EditorGUILayout.PropertyField(_curveLength); 53 | EditorGUILayout.PropertyField(_curveAnimation); 54 | 55 | EditorGUILayout.Space(); 56 | 57 | EditorGUILayout.PropertyField(_noiseAmplitude); 58 | EditorGUILayout.PropertyField(_noiseAnimation); 59 | 60 | EditorGUILayout.Space(); 61 | 62 | EditorGUILayout.PropertyField(_lineColor); 63 | EditorGUILayout.PropertyField(_attenuation); 64 | 65 | serializedObject.ApplyModifiedProperties(); 66 | 67 | if (needsReconstruct) 68 | foreach (Fiber f in targets) f.ReconstructMesh(); 69 | } 70 | } 71 | } 72 | -------------------------------------------------------------------------------- /Assets/Ditho/Editor/FiberEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 510e5a79d66f89f88a437c7cbe8d8df2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Ditho/Editor/MetadataEditor.cs: -------------------------------------------------------------------------------- 1 | using Depthkit; 2 | using System.Collections.Generic; 3 | using System.IO; 4 | using UnityEditor; 5 | using UnityEngine; 6 | 7 | namespace Ditho 8 | { 9 | static class MetadataEditor 10 | { 11 | [MenuItem("Assets/Depthkit/Convert Metadata")] 12 | static void ConvertMetadata() 13 | { 14 | var sources = Selection.GetFiltered(SelectionMode.Assets); 15 | var assets = new List(); 16 | 17 | foreach (var source in sources) 18 | { 19 | var path = AssetDatabase.GetAssetPath(source); 20 | path = Path.Combine( 21 | Path.GetDirectoryName(path), 22 | Path.GetFileNameWithoutExtension(path) + ".asset" 23 | ); 24 | 25 | var asset = ScriptableObject.CreateInstance(); 26 | asset.depthkitMetadata = Depthkit_Metadata.CreateFromJSON(source.text); 27 | 28 | AssetDatabase.CreateAsset(asset, path); 29 | AssetDatabase.SaveAssets(); 30 | 31 | assets.Add(asset); 32 | } 33 | 34 | EditorUtility.FocusProjectWindow(); 35 | Selection.objects = assets.ToArray(); 36 | } 37 | 38 | [MenuItem("Assets/Depthkit/Convert Metadata", true)] 39 | static bool ValidateConvertMetadata() 40 | { 41 | return Selection.GetFiltered(SelectionMode.Assets).Length > 0; 42 | } 43 | } 44 | } 45 | -------------------------------------------------------------------------------- /Assets/Ditho/Editor/MetadataEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3ef37a7964b392ab195ca2d1a9fb4487 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Ditho/Editor/SurfaceEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | namespace Ditho 5 | { 6 | [CanEditMultipleObjects] 7 | [CustomEditor(typeof(Surface))] 8 | sealed class SurfaceEditor : Editor 9 | { 10 | SerializedProperty _source; 11 | SerializedProperty _metadata; 12 | 13 | SerializedProperty _columnCount; 14 | SerializedProperty _rowCount; 15 | 16 | SerializedProperty _noiseAmplitude; 17 | SerializedProperty _noiseAnimation; 18 | 19 | SerializedProperty _renderMode; 20 | SerializedProperty _lineColor; 21 | SerializedProperty _lineWidth; 22 | SerializedProperty _lineRepeat; 23 | SerializedProperty _sparkleColor; 24 | SerializedProperty _sparkleDensity; 25 | 26 | void OnEnable() 27 | { 28 | _source = serializedObject.FindProperty("_source"); 29 | _metadata = serializedObject.FindProperty("_metadata"); 30 | 31 | _columnCount = serializedObject.FindProperty("_columnCount"); 32 | _rowCount = serializedObject.FindProperty("_rowCount"); 33 | 34 | _noiseAmplitude = serializedObject.FindProperty("_noiseAmplitude"); 35 | _noiseAnimation = serializedObject.FindProperty("_noiseAnimation"); 36 | 37 | _renderMode = serializedObject.FindProperty("_renderMode"); 38 | _lineColor = serializedObject.FindProperty("_lineColor"); 39 | _lineWidth = serializedObject.FindProperty("_lineWidth"); 40 | _lineRepeat = serializedObject.FindProperty("_lineRepeat"); 41 | _sparkleColor = serializedObject.FindProperty("_sparkleColor"); 42 | _sparkleDensity = serializedObject.FindProperty("_sparkleDensity"); 43 | } 44 | 45 | public override void OnInspectorGUI() 46 | { 47 | serializedObject.Update(); 48 | 49 | EditorGUI.BeginChangeCheck(); 50 | EditorGUILayout.PropertyField(_source); 51 | EditorGUILayout.PropertyField(_metadata); 52 | var needsReconstruct = EditorGUI.EndChangeCheck(); 53 | 54 | EditorGUILayout.Space(); 55 | 56 | EditorGUILayout.PropertyField(_columnCount); 57 | EditorGUILayout.PropertyField(_rowCount); 58 | 59 | EditorGUILayout.Space(); 60 | 61 | EditorGUILayout.PropertyField(_noiseAmplitude); 62 | EditorGUILayout.PropertyField(_noiseAnimation); 63 | 64 | EditorGUILayout.Space(); 65 | 66 | EditorGUILayout.PropertyField(_renderMode); 67 | EditorGUILayout.PropertyField(_lineColor); 68 | EditorGUILayout.PropertyField(_lineWidth); 69 | EditorGUILayout.PropertyField(_lineRepeat); 70 | EditorGUILayout.PropertyField(_sparkleColor); 71 | EditorGUILayout.PropertyField(_sparkleDensity); 72 | 73 | serializedObject.ApplyModifiedProperties(); 74 | 75 | if (needsReconstruct) 76 | foreach (Surface s in targets) s.ReconstructMesh(); 77 | } 78 | } 79 | } 80 | -------------------------------------------------------------------------------- /Assets/Ditho/Editor/SurfaceEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85de921be615d47df8b5d64558b12d4e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Ditho/Script.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ec12037d493624b47b2c55106af2965d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Ditho/Script/Ditho.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "Ditho", 3 | "references": [ 4 | "Klak.Hap" 5 | ], 6 | "optionalUnityReferences": [], 7 | "includePlatforms": [], 8 | "excludePlatforms": [], 9 | "allowUnsafeCode": false, 10 | "overrideReferences": false, 11 | "precompiledReferences": [], 12 | "autoReferenced": true, 13 | "defineConstraints": [] 14 | } -------------------------------------------------------------------------------- /Assets/Ditho/Script/Ditho.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d214691dfec7c2ae8b3f3477444e5c3d 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Ditho/Script/Fiber.cs: -------------------------------------------------------------------------------- 1 | using Klak.Hap; 2 | using UnityEngine; 3 | using UnityEngine.Playables; 4 | using UnityEngine.Timeline; 5 | using System.Linq; 6 | 7 | namespace Ditho 8 | { 9 | [ExecuteInEditMode] 10 | public sealed class Fiber : MonoBehaviour, ITimeControl, IPropertyPreview 11 | { 12 | #region Editable attributes 13 | 14 | [SerializeField] HapPlayer _source = null; 15 | [SerializeField] Metadata _metadata = null; 16 | 17 | [SerializeField] int _pointCount = 1000; 18 | [SerializeField] float _curveLength = 10; 19 | [SerializeField] float _curveAnimation = 0.02f; 20 | 21 | [SerializeField] float _noiseAmplitude = 0.05f; 22 | [SerializeField] float _noiseAnimation = 1; 23 | 24 | [SerializeField, ColorUsage(false, true)] Color _lineColor = Color.white; 25 | [SerializeField, Range(0, 1)] float _attenuation = 1; 26 | 27 | [SerializeField] Shader _shader = null; 28 | 29 | void OnValidate() 30 | { 31 | _pointCount = Mathf.Max(_pointCount, 1); 32 | } 33 | 34 | #endregion 35 | 36 | #region Private members 37 | 38 | Mesh _mesh; 39 | Material _material; 40 | float _controlTime = -1; 41 | 42 | float LocalTime { get { 43 | if (_controlTime < 0) 44 | return Application.isPlaying ? Time.time : 0; 45 | else 46 | return _controlTime; 47 | } } 48 | 49 | void LazyInitialize() 50 | { 51 | if (_material == null) 52 | { 53 | _material = new Material(_shader); 54 | _material.hideFlags = HideFlags.DontSave; 55 | } 56 | 57 | if (_mesh == null) 58 | { 59 | _mesh = new Mesh(); 60 | _mesh.hideFlags = HideFlags.DontSave; 61 | _mesh.name = "Fiber"; 62 | ReconstructMesh(); 63 | } 64 | } 65 | 66 | #endregion 67 | 68 | #region Internal methods 69 | 70 | internal void ReconstructMesh() 71 | { 72 | _mesh.Clear(); 73 | _mesh.vertices = new Vector3[_pointCount]; 74 | _mesh.SetIndices( 75 | Enumerable.Range(0, _pointCount).ToArray(), 76 | MeshTopology.LineStrip, 0 77 | ); 78 | _mesh.bounds = new Bounds(Vector3.zero, new Vector3(1, 1, 10)); 79 | _mesh.UploadMeshData(true); 80 | } 81 | 82 | #endregion 83 | 84 | #region ITimeControl implementation 85 | 86 | public void OnControlTimeStart() 87 | { 88 | } 89 | 90 | public void OnControlTimeStop() 91 | { 92 | _controlTime = -1; 93 | } 94 | 95 | public void SetTime(double time) 96 | { 97 | _controlTime = (float)time; 98 | } 99 | 100 | #endregion 101 | 102 | #region IPropertyPreview implementation 103 | 104 | public void GatherProperties(PlayableDirector director, IPropertyCollector driver) 105 | { 106 | } 107 | 108 | #endregion 109 | 110 | #region MonoBehaviour implementation 111 | 112 | void OnDestroy() 113 | { 114 | Utility.Destroy(_mesh); 115 | Utility.Destroy(_material); 116 | } 117 | 118 | void LateUpdate() 119 | { 120 | LazyInitialize(); 121 | 122 | _material.mainTexture = _source.texture; 123 | 124 | _material.SetVector("_CurveParams", new Vector2( 125 | _curveLength / _pointCount, _curveAnimation 126 | )); 127 | 128 | _material.SetVector("_NoiseParams", new Vector2( 129 | _noiseAmplitude, _noiseAnimation 130 | )); 131 | 132 | _material.SetColor("_LineColor", _lineColor); 133 | _material.SetFloat("_Attenuation", _attenuation); 134 | _material.SetFloat("_LocalTime", LocalTime + 10); 135 | 136 | _metadata.Apply(_material); 137 | 138 | Graphics.DrawMesh( 139 | _mesh, transform.localToWorldMatrix, 140 | _material, gameObject.layer 141 | ); 142 | } 143 | 144 | #endregion 145 | } 146 | } 147 | -------------------------------------------------------------------------------- /Assets/Ditho/Script/Fiber.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d4035c7964796afdea8983122630ec8c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - _source: {instanceID: 0} 8 | - _shader: {fileID: 4800000, guid: 694f9e340be3c0145aa4ad584cf6ad3a, type: 3} 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Ditho/Script/Metadata.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Depthkit; 3 | 4 | namespace Ditho 5 | { 6 | public sealed class Metadata : ScriptableObject 7 | { 8 | public Depthkit_Metadata depthkitMetadata; 9 | 10 | public void Apply(Material material) 11 | { 12 | if (depthkitMetadata == null) return; 13 | if (depthkitMetadata.perspectives == null) return; 14 | if (depthkitMetadata.perspectives.Length == 0) return; 15 | 16 | var pers = depthkitMetadata.perspectives[0]; 17 | 18 | material.SetVector("_Crop", pers.crop); 19 | material.SetVector("_ImageDimensions", pers.depthImageSize); 20 | material.SetVector("_FocalLength", pers.depthFocalLength); 21 | material.SetVector("_PrincipalPoint", pers.depthPrincipalPoint); 22 | material.SetFloat("_NearClip", pers.nearClip); 23 | material.SetFloat("_FarClip", pers.farClip); 24 | material.SetMatrix("_Extrinsics", pers.extrinsics); 25 | } 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/Ditho/Script/Metadata.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 59858b57a9fe258ea8e6f8e59d384348 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Ditho/Script/Properties.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 717bb7f2bc3036150be8d56f91891ecc 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Ditho/Script/Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | using System.Runtime.CompilerServices; 2 | [assembly:InternalsVisibleTo("Ditho.Editor")] 3 | -------------------------------------------------------------------------------- /Assets/Ditho/Script/Properties/AssemblyInfo.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d9d40de37dc64e7759240dd66ae313da 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Ditho/Script/Surface.cs: -------------------------------------------------------------------------------- 1 | using Klak.Hap; 2 | using UnityEngine; 3 | using UnityEngine.Playables; 4 | using UnityEngine.Rendering; 5 | using UnityEngine.Timeline; 6 | using System.Collections.Generic; 7 | 8 | namespace Ditho 9 | { 10 | [ExecuteInEditMode] 11 | public sealed class Surface : MonoBehaviour, ITimeControl, IPropertyPreview 12 | { 13 | #region Editable attributes 14 | 15 | [SerializeField] HapPlayer _source = null; 16 | [SerializeField] Metadata _metadata = null; 17 | 18 | [SerializeField, Range(8, 512)] int _columnCount = 256; 19 | [SerializeField, Range(8, 512)] int _rowCount = 256; 20 | 21 | [SerializeField] float _noiseAmplitude = 0; 22 | [SerializeField] float _noiseAnimation = 1; 23 | 24 | enum RenderMode { Opaque, Transparent } 25 | [SerializeField] RenderMode _renderMode = RenderMode.Opaque; 26 | 27 | [SerializeField, ColorUsage(false, true)] Color _lineColor = Color.white; 28 | [SerializeField] float _lineWidth = 1; 29 | [SerializeField] float _lineRepeat = 200; 30 | 31 | [SerializeField, ColorUsage(false, true)] Color _sparkleColor = Color.white; 32 | [SerializeField, Range(0, 1)] float _sparkleDensity = 0.5f; 33 | 34 | [SerializeField] Shader _shader = null; 35 | 36 | #endregion 37 | 38 | #region Private members 39 | 40 | Mesh _mesh; 41 | Material _material; 42 | float _controlTime = -1; 43 | 44 | float LocalTime { get { 45 | if (_controlTime < 0) 46 | return Application.isPlaying ? Time.time : 0; 47 | else 48 | return _controlTime; 49 | } } 50 | 51 | void LazyInitialize() 52 | { 53 | if (_material == null) 54 | { 55 | _material = new Material(_shader); 56 | _material.hideFlags = HideFlags.DontSave; 57 | } 58 | 59 | if (_mesh == null) 60 | { 61 | _mesh = new Mesh(); 62 | _mesh.hideFlags = HideFlags.DontSave; 63 | _mesh.name = "Depth To Displace"; 64 | _mesh.indexFormat = IndexFormat.UInt32; 65 | ReconstructMesh(); 66 | } 67 | } 68 | 69 | #endregion 70 | 71 | #region Internal methods 72 | 73 | internal void ReconstructMesh() 74 | { 75 | var vertices = new List(); 76 | 77 | for (var ri = 0; ri < _rowCount; ri++) 78 | { 79 | var v = (float)ri / (_rowCount - 1); 80 | for (var ci = 0; ci < _columnCount; ci++) 81 | { 82 | var u = (float)ci / (_columnCount - 1); 83 | vertices.Add(new Vector3(u, v, 0)); 84 | } 85 | } 86 | 87 | var indices = new int[(_rowCount - 1) * (_columnCount - 1) * 6]; 88 | var i = 0; 89 | 90 | for (var ri = 0; ri < _rowCount - 1; ri++) 91 | { 92 | for (var ci = 0; ci < _columnCount - 1; ci++) 93 | { 94 | var head = _columnCount * ri + ci; 95 | 96 | indices[i++] = head; 97 | indices[i++] = head + _columnCount; 98 | indices[i++] = head + 1; 99 | 100 | indices[i++] = head + 1; 101 | indices[i++] = head + _columnCount; 102 | indices[i++] = head + _columnCount + 1; 103 | } 104 | } 105 | 106 | _mesh.Clear(); 107 | _mesh.SetVertices(vertices); 108 | _mesh.SetIndices(indices, MeshTopology.Triangles, 0); 109 | _mesh.bounds = new Bounds(Vector3.zero, new Vector3(1, 1, 10)); 110 | _mesh.UploadMeshData(true); 111 | } 112 | 113 | #endregion 114 | 115 | #region ITimeControl implementation 116 | 117 | public void OnControlTimeStart() 118 | { 119 | } 120 | 121 | public void OnControlTimeStop() 122 | { 123 | _controlTime = -1; 124 | } 125 | 126 | public void SetTime(double time) 127 | { 128 | _controlTime = (float)time; 129 | } 130 | 131 | #endregion 132 | 133 | #region IPropertyPreview implementation 134 | 135 | public void GatherProperties(PlayableDirector director, IPropertyCollector driver) 136 | { 137 | } 138 | 139 | #endregion 140 | 141 | #region MonoBehaviour implementation 142 | 143 | void OnDestroy() 144 | { 145 | Utility.Destroy(_mesh); 146 | Utility.Destroy(_material); 147 | } 148 | 149 | void LateUpdate() 150 | { 151 | LazyInitialize(); 152 | 153 | _material.mainTexture = _source.texture; 154 | 155 | _material.SetVector("_NoiseParams", new Vector2( 156 | _noiseAmplitude, _noiseAnimation 157 | )); 158 | 159 | if (_renderMode == RenderMode.Opaque) 160 | { 161 | _material.SetInt("_ZWrite", 1); // On 162 | _material.SetInt("_Cull", 2); // Back 163 | _material.SetInt("_SrcBlend", 1); // One 164 | _material.SetInt("_DstBlend", 0); // Zero 165 | _material.renderQueue = 2450; // AlphaTest 166 | } 167 | else 168 | { 169 | _material.SetInt("_ZWrite", 0); // Off 170 | _material.SetInt("_Cull", 0); // Off 171 | _material.SetInt("_SrcBlend", 1); // One 172 | _material.SetInt("_DstBlend", 1); // One 173 | _material.renderQueue = 3000; // Transparent 174 | } 175 | 176 | _material.SetColor("_LineColor", _lineColor); 177 | _material.SetVector("_LineParams", new Vector2( 178 | _lineRepeat, _lineWidth 179 | )); 180 | 181 | _material.SetColor("_SparkleColor", _sparkleColor); 182 | _material.SetFloat("_SparkleDensity", _sparkleDensity); 183 | 184 | _material.SetFloat("_LocalTime", LocalTime + 10); 185 | 186 | _metadata.Apply(_material); 187 | 188 | Graphics.DrawMesh( 189 | _mesh, transform.localToWorldMatrix, 190 | _material, gameObject.layer 191 | ); 192 | } 193 | 194 | #endregion 195 | } 196 | } 197 | -------------------------------------------------------------------------------- /Assets/Ditho/Script/Surface.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c462c5a725b50e444b0deaafac16aacf 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - _sourceTexture: {instanceID: 0} 8 | - _shader: {fileID: 4800000, guid: 6fe0e0a6ac2908141958edb55d4ba732, type: 3} 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Ditho/Script/Utility.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Ditho 4 | { 5 | static class Utility 6 | { 7 | public static void Destroy(Object o) 8 | { 9 | if (o == null) return; 10 | if (Application.isPlaying) 11 | Object.Destroy(o); 12 | else 13 | Object.DestroyImmediate(o); 14 | } 15 | 16 | public static Depthkit.Depthkit_Metadata LoadMetadata(string name) 17 | { 18 | var path = System.IO.Path.Combine( 19 | Application.streamingAssetsPath, 20 | name + ".txt" 21 | ); 22 | var json = System.IO.File.ReadAllText(path); 23 | return Depthkit.Depthkit_Metadata.CreateFromJSON(json); 24 | } 25 | 26 | public static void ApplyMetadata(Depthkit.Depthkit_Metadata metadata, Material material) 27 | { 28 | var pers = metadata.perspectives[0]; 29 | material.SetVector("_Crop", pers.crop); 30 | material.SetVector("_ImageDimensions", pers.depthImageSize); 31 | material.SetVector("_FocalLength", pers.depthFocalLength); 32 | material.SetVector("_PrincipalPoint", pers.depthPrincipalPoint); 33 | material.SetFloat("_NearClip", pers.nearClip); 34 | material.SetFloat("_FarClip", pers.farClip); 35 | material.SetMatrix("_Extrinsics", pers.extrinsics); 36 | } 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Ditho/Script/Utility.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1d10b3a570a4a48e5a3c72b5d95ba26b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Ditho/Shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4f84eae4c8a1b3643b6d8f1c95f2578e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Ditho/Shader/Common.hlsl: -------------------------------------------------------------------------------- 1 | // Hash function from H. Schechter & R. Bridson, goo.gl/RXiKaH 2 | uint Hash(uint s) 3 | { 4 | s ^= 2747636419u; 5 | s *= 2654435769u; 6 | s ^= s >> 16; 7 | s *= 2654435769u; 8 | s ^= s >> 16; 9 | s *= 2654435769u; 10 | return s; 11 | } 12 | 13 | float Random(uint seed) 14 | { 15 | return float(Hash(seed)) / 4294967295.0; // 2^32-1 16 | } 17 | 18 | // Depthkit UV space 19 | float4 DepthUV(float2 coord) 20 | { 21 | return float4(coord.x, 1 - coord.y / 2, 0, 1); 22 | } 23 | 24 | float4 ColorUV(float2 coord) 25 | { 26 | return float4(coord.x, 0.5 - coord.y / 2, 0, 1); 27 | } 28 | 29 | // Hue value calculation 30 | fixed RGB2Hue(fixed3 c) 31 | { 32 | #if !defined(UNITY_COLORSPACE_GAMMA) 33 | c = LinearToGammaSpace(c); 34 | #endif 35 | fixed minc = min(min(c.r, c.g), c.b); 36 | fixed maxc = max(max(c.r, c.g), c.b); 37 | half div = 1 / (6 * max(maxc - minc, 1e-5)); 38 | half r = (c.g - c.b) * div; 39 | half g = 1.0 / 3 + (c.b - c.r) * div; 40 | half b = 2.0 / 3 + (c.r - c.g) * div; 41 | return frac(c.r > max(c.g, c.b) ? r : (c.g > c.b ? g : b)); 42 | } 43 | 44 | // Depthkit metadata 45 | float4 _Crop; 46 | float2 _ImageDimensions; 47 | float2 _FocalLength; 48 | float2 _PrincipalPoint; 49 | float _NearClip; 50 | float _FarClip; 51 | float4x4 _Extrinsics; 52 | 53 | // Check if a depth sample is valid or not. 54 | bool ValidateDepth(float3 depthSample) 55 | { 56 | return dot(depthSample, 1) > 0.3; 57 | } 58 | 59 | // Object space position from depth sample 60 | float3 DepthToPosition(float2 coord, float3 depthSample) 61 | { 62 | coord = (coord * _Crop.zw + _Crop.xy) * _ImageDimensions - _PrincipalPoint; 63 | float d = ValidateDepth(depthSample) ? RGB2Hue(depthSample) : 1; 64 | float z = lerp(_NearClip, _FarClip, d); 65 | return mul(_Extrinsics, float4(coord * z / _FocalLength, z, 1)).xyz; 66 | } 67 | -------------------------------------------------------------------------------- /Assets/Ditho/Shader/Common.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 97eb87097ccfe7c499549e9f17032fad 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Ditho/Shader/Fiber.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Ditho/Fiber" 2 | { 3 | CGINCLUDE 4 | 5 | #include "UnityCG.cginc" 6 | #include "Common.hlsl" 7 | #include "SimplexNoise2D.hlsl" 8 | 9 | sampler2D _MainTex; 10 | float4 _MainTex_TexelSize; 11 | 12 | float2 _CurveParams; // freq, speed 13 | float2 _NoiseParams; // amp, speed 14 | 15 | float3 _LineColor; 16 | float _Attenuation; 17 | 18 | float _LocalTime; 19 | 20 | void Vertex( 21 | uint vid : SV_VertexID, 22 | out float4 cs_position : SV_Position, 23 | out float alpha : COLOR 24 | ) 25 | { 26 | // Noise parameters 27 | float n1 = vid * _CurveParams.x; 28 | float n2 = _LocalTime * _CurveParams.y; 29 | float n3 = _LocalTime * _NoiseParams.y; 30 | 31 | // UV coordinates 32 | float2 uv = float2( 33 | snoise(float2(n1, 98.32 + n2)), 34 | snoise(float2(12.32 - n2, n1)) 35 | ); 36 | uv = frac(uv * 0.75 + 0.5); 37 | 38 | // Object space position 39 | float3 depth_sample = tex2Dlod(_MainTex, DepthUV(uv)).rgb; 40 | float3 pos = DepthToPosition(uv, depth_sample); 41 | 42 | // Additional noise 43 | pos.z *= 1 + snoise(float2(n3, n1 * -10)) * _NoiseParams.x; 44 | 45 | // Attenuation noise 46 | float atten = saturate(10 * (snoise(_LocalTime * 2) / 2 + snoise(_LocalTime))); 47 | atten *= saturate(10 * snoise(pos.xy * 5 + _LocalTime * 10)); 48 | atten = lerp(0, atten, saturate(_Attenuation * 2)); 49 | atten = lerp(atten, 1, saturate(_Attenuation * 2 - 1)); 50 | 51 | // Output 52 | cs_position = UnityObjectToClipPos(float4(pos, 1)); 53 | alpha = dot(depth_sample, 1.0 / 3) * atten; 54 | } 55 | 56 | float4 Fragment( 57 | float4 cs_position : SV_Position, 58 | float alpha : COLOR 59 | ) : SV_Target 60 | { 61 | clip(alpha - 0.3); 62 | return float4(_LineColor, 1); 63 | } 64 | 65 | ENDCG 66 | 67 | SubShader 68 | { 69 | Pass 70 | { 71 | Tags { "LightMode"="ForwardBase" } 72 | CGPROGRAM 73 | #pragma vertex Vertex 74 | #pragma fragment Fragment 75 | #pragma target 4.5 76 | ENDCG 77 | } 78 | Pass 79 | { 80 | Tags { "LightMode"="ShadowCaster" } 81 | CGPROGRAM 82 | #pragma vertex Vertex 83 | #pragma fragment Fragment 84 | #pragma target 4.5 85 | ENDCG 86 | } 87 | } 88 | } 89 | -------------------------------------------------------------------------------- /Assets/Ditho/Shader/Fiber.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 694f9e340be3c0145aa4ad584cf6ad3a 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Ditho/Shader/SimplexNoise2D.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader 3 | // 4 | // Original work (webgl-noise) Copyright (C) 2011 Ashima Arts. 5 | // Translation and modification was made by Keijiro Takahashi. 6 | // 7 | // This shader is based on the webgl-noise GLSL shader. For further details 8 | // of the original shader, please see the following description from the 9 | // original source code. 10 | // 11 | 12 | // 13 | // Description : Array and textureless GLSL 2D simplex noise function. 14 | // Author : Ian McEwan, Ashima Arts. 15 | // Maintainer : ijm 16 | // Lastmod : 20110822 (ijm) 17 | // License : Copyright (C) 2011 Ashima Arts. All rights reserved. 18 | // Distributed under the MIT License. See LICENSE file. 19 | // https://github.com/ashima/webgl-noise 20 | // 21 | 22 | float3 mod289(float3 x) 23 | { 24 | return x - floor(x / 289.0) * 289.0; 25 | } 26 | 27 | float2 mod289(float2 x) 28 | { 29 | return x - floor(x / 289.0) * 289.0; 30 | } 31 | 32 | float3 permute(float3 x) 33 | { 34 | return mod289((x * 34.0 + 1.0) * x); 35 | } 36 | 37 | float3 taylorInvSqrt(float3 r) 38 | { 39 | return 1.79284291400159 - 0.85373472095314 * r; 40 | } 41 | 42 | float snoise(float2 v) 43 | { 44 | const float4 C = float4( 0.211324865405187, // (3.0-sqrt(3.0))/6.0 45 | 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) 46 | -0.577350269189626, // -1.0 + 2.0 * C.x 47 | 0.024390243902439); // 1.0 / 41.0 48 | // First corner 49 | float2 i = floor(v + dot(v, C.yy)); 50 | float2 x0 = v - i + dot(i, C.xx); 51 | 52 | // Other corners 53 | float2 i1; 54 | i1.x = step(x0.y, x0.x); 55 | i1.y = 1.0 - i1.x; 56 | 57 | // x1 = x0 - i1 + 1.0 * C.xx; 58 | // x2 = x0 - 1.0 + 2.0 * C.xx; 59 | float2 x1 = x0 + C.xx - i1; 60 | float2 x2 = x0 + C.zz; 61 | 62 | // Permutations 63 | i = mod289(i); // Avoid truncation effects in permutation 64 | float3 p = 65 | permute(permute(i.y + float3(0.0, i1.y, 1.0)) 66 | + i.x + float3(0.0, i1.x, 1.0)); 67 | 68 | float3 m = max(0.5 - float3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0); 69 | m = m * m; 70 | m = m * m; 71 | 72 | // Gradients: 41 points uniformly over a line, mapped onto a diamond. 73 | // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) 74 | float3 x = 2.0 * frac(p * C.www) - 1.0; 75 | float3 h = abs(x) - 0.5; 76 | float3 ox = floor(x + 0.5); 77 | float3 a0 = x - ox; 78 | 79 | // Normalise gradients implicitly by scaling m 80 | m *= taylorInvSqrt(a0 * a0 + h * h); 81 | 82 | // Compute final noise value at P 83 | float3 g; 84 | g.x = a0.x * x0.x + h.x * x0.y; 85 | g.y = a0.y * x1.x + h.y * x1.y; 86 | g.z = a0.z * x2.x + h.z * x2.y; 87 | return 130.0 * dot(m, g); 88 | } 89 | 90 | float3 snoise_grad(float2 v) 91 | { 92 | const float4 C = float4( 0.211324865405187, // (3.0-sqrt(3.0))/6.0 93 | 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) 94 | -0.577350269189626, // -1.0 + 2.0 * C.x 95 | 0.024390243902439); // 1.0 / 41.0 96 | // First corner 97 | float2 i = floor(v + dot(v, C.yy)); 98 | float2 x0 = v - i + dot(i, C.xx); 99 | 100 | // Other corners 101 | float2 i1; 102 | i1.x = step(x0.y, x0.x); 103 | i1.y = 1.0 - i1.x; 104 | 105 | // x1 = x0 - i1 + 1.0 * C.xx; 106 | // x2 = x0 - 1.0 + 2.0 * C.xx; 107 | float2 x1 = x0 + C.xx - i1; 108 | float2 x2 = x0 + C.zz; 109 | 110 | // Permutations 111 | i = mod289(i); // Avoid truncation effects in permutation 112 | float3 p = 113 | permute(permute(i.y + float3(0.0, i1.y, 1.0)) 114 | + i.x + float3(0.0, i1.x, 1.0)); 115 | 116 | float3 m = max(0.5 - float3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0); 117 | float3 m2 = m * m; 118 | float3 m3 = m2 * m; 119 | float3 m4 = m2 * m2; 120 | 121 | // Gradients: 41 points uniformly over a line, mapped onto a diamond. 122 | // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) 123 | float3 x = 2.0 * frac(p * C.www) - 1.0; 124 | float3 h = abs(x) - 0.5; 125 | float3 ox = floor(x + 0.5); 126 | float3 a0 = x - ox; 127 | 128 | // Normalise gradients 129 | float3 norm = taylorInvSqrt(a0 * a0 + h * h); 130 | float2 g0 = float2(a0.x, h.x) * norm.x; 131 | float2 g1 = float2(a0.y, h.y) * norm.y; 132 | float2 g2 = float2(a0.z, h.z) * norm.z; 133 | 134 | // Compute noise and gradient at P 135 | float2 grad = 136 | -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 + 137 | -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 + 138 | -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2; 139 | float3 px = float3(dot(x0, g0), dot(x1, g1), dot(x2, g2)); 140 | return 130.0 * float3(grad, dot(m4, px)); 141 | } 142 | -------------------------------------------------------------------------------- /Assets/Ditho/Shader/SimplexNoise2D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d627b9fa090224f8fbed898d76e2c48a 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Ditho/Shader/SimplexNoise3D.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader 3 | // 4 | // Original work (webgl-noise) Copyright (C) 2011 Ashima Arts. 5 | // Translation and modification was made by Keijiro Takahashi. 6 | // 7 | // This shader is based on the webgl-noise GLSL shader. For further details 8 | // of the original shader, please see the following description from the 9 | // original source code. 10 | // 11 | 12 | // 13 | // Description : Array and textureless GLSL 2D/3D/4D simplex 14 | // noise functions. 15 | // Author : Ian McEwan, Ashima Arts. 16 | // Maintainer : ijm 17 | // Lastmod : 20110822 (ijm) 18 | // License : Copyright (C) 2011 Ashima Arts. All rights reserved. 19 | // Distributed under the MIT License. See LICENSE file. 20 | // https://github.com/ashima/webgl-noise 21 | // 22 | 23 | float3 mod289(float3 x) 24 | { 25 | return x - floor(x / 289.0) * 289.0; 26 | } 27 | 28 | float4 mod289(float4 x) 29 | { 30 | return x - floor(x / 289.0) * 289.0; 31 | } 32 | 33 | float4 permute(float4 x) 34 | { 35 | return mod289((x * 34.0 + 1.0) * x); 36 | } 37 | 38 | float4 taylorInvSqrt(float4 r) 39 | { 40 | return 1.79284291400159 - r * 0.85373472095314; 41 | } 42 | 43 | float snoise(float3 v) 44 | { 45 | const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); 46 | 47 | // First corner 48 | float3 i = floor(v + dot(v, C.yyy)); 49 | float3 x0 = v - i + dot(i, C.xxx); 50 | 51 | // Other corners 52 | float3 g = step(x0.yzx, x0.xyz); 53 | float3 l = 1.0 - g; 54 | float3 i1 = min(g.xyz, l.zxy); 55 | float3 i2 = max(g.xyz, l.zxy); 56 | 57 | // x1 = x0 - i1 + 1.0 * C.xxx; 58 | // x2 = x0 - i2 + 2.0 * C.xxx; 59 | // x3 = x0 - 1.0 + 3.0 * C.xxx; 60 | float3 x1 = x0 - i1 + C.xxx; 61 | float3 x2 = x0 - i2 + C.yyy; 62 | float3 x3 = x0 - 0.5; 63 | 64 | // Permutations 65 | i = mod289(i); // Avoid truncation effects in permutation 66 | float4 p = 67 | permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) 68 | + i.y + float4(0.0, i1.y, i2.y, 1.0)) 69 | + i.x + float4(0.0, i1.x, i2.x, 1.0)); 70 | 71 | // Gradients: 7x7 points over a square, mapped onto an octahedron. 72 | // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) 73 | float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) 74 | 75 | float4 x_ = floor(j / 7.0); 76 | float4 y_ = floor(j - 7.0 * x_); // mod(j,N) 77 | 78 | float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; 79 | float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; 80 | 81 | float4 h = 1.0 - abs(x) - abs(y); 82 | 83 | float4 b0 = float4(x.xy, y.xy); 84 | float4 b1 = float4(x.zw, y.zw); 85 | 86 | //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; 87 | //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; 88 | float4 s0 = floor(b0) * 2.0 + 1.0; 89 | float4 s1 = floor(b1) * 2.0 + 1.0; 90 | float4 sh = -step(h, 0.0); 91 | 92 | float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; 93 | float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; 94 | 95 | float3 g0 = float3(a0.xy, h.x); 96 | float3 g1 = float3(a0.zw, h.y); 97 | float3 g2 = float3(a1.xy, h.z); 98 | float3 g3 = float3(a1.zw, h.w); 99 | 100 | // Normalise gradients 101 | float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); 102 | g0 *= norm.x; 103 | g1 *= norm.y; 104 | g2 *= norm.z; 105 | g3 *= norm.w; 106 | 107 | // Mix final noise value 108 | float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); 109 | m = m * m; 110 | m = m * m; 111 | 112 | float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3)); 113 | return 42.0 * dot(m, px); 114 | } 115 | 116 | float4 snoise_grad(float3 v) 117 | { 118 | const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); 119 | 120 | // First corner 121 | float3 i = floor(v + dot(v, C.yyy)); 122 | float3 x0 = v - i + dot(i, C.xxx); 123 | 124 | // Other corners 125 | float3 g = step(x0.yzx, x0.xyz); 126 | float3 l = 1.0 - g; 127 | float3 i1 = min(g.xyz, l.zxy); 128 | float3 i2 = max(g.xyz, l.zxy); 129 | 130 | // x1 = x0 - i1 + 1.0 * C.xxx; 131 | // x2 = x0 - i2 + 2.0 * C.xxx; 132 | // x3 = x0 - 1.0 + 3.0 * C.xxx; 133 | float3 x1 = x0 - i1 + C.xxx; 134 | float3 x2 = x0 - i2 + C.yyy; 135 | float3 x3 = x0 - 0.5; 136 | 137 | // Permutations 138 | i = mod289(i); // Avoid truncation effects in permutation 139 | float4 p = 140 | permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) 141 | + i.y + float4(0.0, i1.y, i2.y, 1.0)) 142 | + i.x + float4(0.0, i1.x, i2.x, 1.0)); 143 | 144 | // Gradients: 7x7 points over a square, mapped onto an octahedron. 145 | // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) 146 | float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) 147 | 148 | float4 x_ = floor(j / 7.0); 149 | float4 y_ = floor(j - 7.0 * x_); // mod(j,N) 150 | 151 | float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; 152 | float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; 153 | 154 | float4 h = 1.0 - abs(x) - abs(y); 155 | 156 | float4 b0 = float4(x.xy, y.xy); 157 | float4 b1 = float4(x.zw, y.zw); 158 | 159 | //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; 160 | //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; 161 | float4 s0 = floor(b0) * 2.0 + 1.0; 162 | float4 s1 = floor(b1) * 2.0 + 1.0; 163 | float4 sh = -step(h, 0.0); 164 | 165 | float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; 166 | float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; 167 | 168 | float3 g0 = float3(a0.xy, h.x); 169 | float3 g1 = float3(a0.zw, h.y); 170 | float3 g2 = float3(a1.xy, h.z); 171 | float3 g3 = float3(a1.zw, h.w); 172 | 173 | // Normalise gradients 174 | float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); 175 | g0 *= norm.x; 176 | g1 *= norm.y; 177 | g2 *= norm.z; 178 | g3 *= norm.w; 179 | 180 | // Compute noise and gradient at P 181 | float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); 182 | float4 m2 = m * m; 183 | float4 m3 = m2 * m; 184 | float4 m4 = m2 * m2; 185 | float3 grad = 186 | -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 + 187 | -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 + 188 | -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2 + 189 | -6.0 * m3.w * x3 * dot(x3, g3) + m4.w * g3; 190 | float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3)); 191 | return 42.0 * float4(grad, dot(m4, px)); 192 | } 193 | -------------------------------------------------------------------------------- /Assets/Ditho/Shader/SimplexNoise3D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6180a4536dff046439bff72754041271 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Ditho/Shader/Surface.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Ditho/Surface" 2 | { 3 | CGINCLUDE 4 | 5 | #include "UnityCG.cginc" 6 | #include "Common.hlsl" 7 | #include "SimplexNoise3D.hlsl" 8 | 9 | sampler2D _MainTex; 10 | float4 _MainTex_TexelSize; 11 | 12 | float2 _NoiseParams; // amp, anim 13 | 14 | float3 _LineColor; 15 | float2 _LineParams; // repeat, width 16 | 17 | float3 _SparkleColor; 18 | float _SparkleDensity; 19 | 20 | float _LocalTime; 21 | 22 | void Vertex( 23 | float2 uv : POSITION, 24 | out float4 cs_position : SV_Position, 25 | out float3 ws_position : TEXCOORD0, 26 | out float3 normal : NORMAL, 27 | out float4 color : COLOR 28 | ) 29 | { 30 | // Center samples 31 | float3 depth_sample = tex2Dlod(_MainTex, DepthUV(uv)).rgb; 32 | float3 color_sample = tex2Dlod(_MainTex, ColorUV(uv)).rgb; 33 | 34 | // Color and opacity 35 | color = half4(color_sample, dot(depth_sample, 1.0 / 3)); 36 | 37 | // Object space position 38 | float3 pos = DepthToPosition(uv, depth_sample); 39 | 40 | // Additional noise 41 | float3 np = float3(uv * 20, _LocalTime * _NoiseParams.y); 42 | pos += snoise_grad(np).xyz * float3(0.1, 0.1, 1) * _NoiseParams.x; 43 | 44 | // World/clip space positions 45 | ws_position = mul(unity_ObjectToWorld, float4(pos, 1)); 46 | cs_position = UnityWorldToClipPos(ws_position); 47 | 48 | // Normal vector calculation 49 | float3 eps = float3(_MainTex_TexelSize.xy / 2, 0); 50 | 51 | float2 uv_b = uv - eps.zy; 52 | float2 uv_t = uv + eps.zy; 53 | float2 uv_l = uv - eps.xz; 54 | float2 uv_r = uv + eps.xz; 55 | 56 | float3 depth_b = tex2Dlod(_MainTex, DepthUV(uv_b)).rgb; 57 | float3 depth_t = tex2Dlod(_MainTex, DepthUV(uv_t)).rgb; 58 | float3 depth_l = tex2Dlod(_MainTex, DepthUV(uv_l)).rgb; 59 | float3 depth_r = tex2Dlod(_MainTex, DepthUV(uv_r)).rgb; 60 | 61 | float3 pos_b = DepthToPosition(uv_b, depth_b); 62 | float3 pos_t = DepthToPosition(uv_t, depth_t); 63 | float3 pos_l = DepthToPosition(uv_l, depth_l); 64 | float3 pos_r = DepthToPosition(uv_r, depth_r); 65 | 66 | normal = normalize(cross(pos_t - pos_b, pos_r - pos_l)); 67 | } 68 | 69 | float4 Fragment( 70 | float4 cs_position : SV_Position, 71 | float3 ws_position : TEXCOORD0, 72 | float3 normal : NORMAL, 73 | float4 color : COLOR 74 | ) : SV_Target 75 | { 76 | // Alpha clipping 77 | clip(color.w - 0.3); 78 | 79 | // Potential 80 | float pt = ws_position.y * _LineParams.x; 81 | 82 | // Line intensity 83 | float li = saturate(1 - abs(0.5 - frac(pt)) / (fwidth(pt) * _LineParams.y)); 84 | 85 | // World space position based noise field 86 | float nf = snoise(ws_position * 500); 87 | 88 | // Color mixing 89 | float3 lc = _LineColor * (1 + nf); 90 | float3 sc = _SparkleColor * smoothstep(1 - _SparkleDensity, 1, nf); 91 | return float4(li * saturate(Luminance(color.rgb)) * (lc + sc), 1); 92 | } 93 | 94 | ENDCG 95 | 96 | SubShader 97 | { 98 | Pass 99 | { 100 | ZWrite [_ZWrite] 101 | Cull [_Cull] 102 | Blend 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tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | DepthkitTest 2 | ------------ 3 | 4 | An attempt at integrating custom effects and HAP video player to the [Depthkit] 5 | workflow. 6 | 7 | ![gif](https://i.imgur.com/jNdBSYX.gif) 8 | 9 | [Depthkit]: https://www.depthkit.tv/ 10 | 11 | This project uses [Git support on Package Manager] to import external packages. 12 | To enable the functionality, [Git] must be installed on the system. See 13 | [the forum thread][Git support on Package Manager] for futher details. 14 | 15 | [Git support on Package Manager]: 16 | https://forum.unity.com/threads/git-support-on-package-manager.573673/ 17 | [Git]: https://git-scm.com/downloads 18 | --------------------------------------------------------------------------------