Merge pull request 'dynamic-camera' (#2) from dynamic-camera into main

Reviewed-on: #2
pull/3/head
Marc Gauch 2023-12-15 11:12:35 +01:00
commit 7e3d43fd19
537 changed files with 17210 additions and 220 deletions

8
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***********************************
Lava Flowing Shader
Version 1.2
Date 22 July 2016
For Unity 5.3.5 or up
by Moonflower Carnivore
***********************************
Lava Flowing Shader allows you to create lava flowing effect on mesh/plane.
It simulates the liquid distortion effect that a simple scrolling UV is
incapable of. Please watch our youtube video of the effect:
https://www.youtube.com/watch?v=ItXkajNdp44
For detailed instructions about using this Lava Flowing Shader please
read our online google doc here:
https://docs.google.com/document/d/1BkCaZLZ2feWL14LdHH_6GFnwTE3WilYUUSN5DMCbObE/edit?usp=sharing
We are Moonflower Carnivore and we provide game assets like particle
effects and simple shaders. Please like our Facebook page
https://www.facebook.com/MoonflowerCarnivore
and rate our packages in Unity Asset Store if you like our work!

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using UnityEngine;
using System.Collections;
public class ScrollingUVs_Layers : MonoBehaviour
{
//public int materialIndex = 0;
public Vector2 uvAnimationRate = new Vector2( 1.0f, 0.0f );
public string textureName = "_MainTex";
Vector2 uvOffset = Vector2.zero;
void LateUpdate()
{
uvOffset += ( uvAnimationRate * Time.deltaTime );
if( GetComponent<Renderer>().enabled )
{
GetComponent<Renderer>().sharedMaterial.SetTextureOffset( textureName, uvOffset );
}
}
}

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// Simplified Diffuse shader. Differences from regular Diffuse one:
// - no Main Color
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "Lava Flowing Shader/Diffuse/Distort"
{
Properties
{
_DistortX ("Distortion in X", Range (0,2)) = 1
_DistortY ("Distortion in Y", Range (0,2)) = 0
_MainTex ("_MainTex RGBA", 2D) = "white" {}
_Distort ("_Distort A", 2D) = "white" {}
_LavaTex ("_LavaTex RGB", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 150
CGPROGRAM
#pragma surface surf Lambert noforwardadd
sampler2D _MainTex;
sampler2D _Distort;
sampler2D _LavaTex;
fixed _DistortX;
fixed _DistortY;
struct Input
{
float2 uv2_LavaTex;
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
fixed distort = tex2D(_Distort, IN.uv_MainTex).a;
fixed2 uv_scroll;
uv_scroll = fixed2(IN.uv2_LavaTex.x-distort*_DistortX,IN.uv2_LavaTex.y-distort*_DistortY);
fixed4 tex2 = tex2D(_LavaTex,uv_scroll);
c.rgb = lerp(tex2.rgb,c.rgb,c.a);
o.Albedo = c.rgb;
//Use the below two lines if you want the rock part be diffuse but lava part is unlit
//o.Albedo = c.rgb*c.a;
//o.Emission = c.rgb*(1-c.a);
o.Alpha = c.a;
}
ENDCG
}
Fallback "Mobile/VertexLit"
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Lava Flowing Shader/Unlit/Distort"
{
Properties {
//_Color ("Main Color", Color) = (1,1,1)
_DistortX ("Distortion in X", Range (0,2)) = 1
_DistortY ("Distortion in Y", Range (0,2)) = 0
_MainTex ("_MainTex RGBA", 2D) = "white" {}
_Distort ("_Distort A", 2D) = "white" {}
_LavaTex ("_LavaTex RGB", 2D) = "white" {}
}
Category {
Tags { "RenderType"="Opaque" }
Lighting Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _Distort;
sampler2D _LavaTex;
struct appdata_t {
fixed4 vertex : POSITION;
fixed2 texcoord : TEXCOORD0;
};
struct v2f {
fixed4 vertex : SV_POSITION;
fixed2 texcoord : TEXCOORD0;
fixed2 texcoord1 : TEXCOORD1;
};
fixed4 _MainTex_ST;
fixed4 _LavaTex_ST;
fixed _DistortX;
fixed _DistortY;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 tex = tex2D(_MainTex, i.texcoord);
fixed distort = tex2D(_Distort, i.texcoord).a;
fixed4 tex2 = tex2D(_LavaTex, fixed2(i.texcoord1.x-distort*_DistortX,i.texcoord1.y-distort*_DistortY));
tex = lerp(tex2,tex,tex.a);
return tex;
}
ENDCG
}
}
}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Lava Flowing Shader/Unlit/Distort Transparent"
{
Properties {
//_Color ("Main Color", Color) = (1,1,1)
_DistortX ("Distortion in X", Range (0,2)) = 1
_DistortY ("Distortion in Y", Range (0,2)) = 0
_MainTex ("_MainTex RGBA", 2D) = "white" {}
_Distort ("_Distort A", 2D) = "white" {}
_LavaTex ("_LavaTex RGBA", 2D) = "white" {}
}
Category {
//Tags { "RenderType"="Opaque" }
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Cull back Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _Distort;
sampler2D _LavaTex;
struct appdata_t {
fixed4 vertex : POSITION;
fixed2 texcoord : TEXCOORD0;
};
struct v2f {
fixed4 vertex : SV_POSITION;
fixed2 texcoord : TEXCOORD0;
fixed2 texcoord1 : TEXCOORD1;
};
fixed4 _MainTex_ST;
fixed4 _LavaTex_ST;
fixed _DistortX;
fixed _DistortY;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 tex = tex2D(_MainTex, i.texcoord);
fixed distort = tex2D(_Distort, i.texcoord).a;
fixed4 tex2 = tex2D(_LavaTex, fixed2(i.texcoord1.x-distort*_DistortX,i.texcoord1.y-distort*_DistortY));
tex = lerp(tex2,tex,tex.a);
return tex;
}
ENDCG
}
}
}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Lava Flowing Shader/Unlit/Simple"
{
Properties {
//_Color ("Main Color", Color) = (1,1,1)
_MainTex ("_MainTex RGBA", 2D) = "white" {}
_LavaTex ("_LavaTex RGB", 2D) = "white" {}
}
Category {
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Lighting Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _LavaTex;
struct appdata_t {
fixed4 vertex : POSITION;
fixed2 texcoord : TEXCOORD0;
};
struct v2f {
fixed4 vertex : SV_POSITION;
fixed2 texcoord : TEXCOORD0;
fixed2 texcoord1 : TEXCOORD1;
};
fixed4 _MainTex_ST;
fixed4 _LavaTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 tex = tex2D(_MainTex, i.texcoord);
fixed4 tex2 = tex2D(_LavaTex, i.texcoord1);
tex = lerp(tex2,tex,tex.a);
return tex;
}
ENDCG
}
}
}
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using UnityEngine.Networking;
public static class MarcsWebLogger
{
// Log method
public static void Log(string message)
{
string url = $"https://log.m-g.tech/?message={message}";
UnityWebRequest webRequest = UnityWebRequest.Get(url);
webRequest.SendWebRequest();
}
// check logs at https://log.m-g.tech/logs"
// clear with https://log.m-g.tech/clear"
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WallArt : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
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using System.Collections;
using UnityEngine;
using UnityEngine.Networking;
public class WallArt : MonoBehaviour
{
public GameObject outsideCameraPrefab;
public Transform window;
private Camera outsideCameraInstance;
public MeshRenderer meshRenderer;
private OVRCameraRig ovrCameraRig;
private RenderTexture renderTexture;
private Material material;
// Start is called before the first frame update
void Start()
{
var randomNumber = Random.Range(10000, 99999);
MarcsWebLogger.Log($"{randomNumber}-WallArt_start");
renderTexture = new RenderTexture(256, 256, 0)
{
dimension = UnityEngine.Rendering.TextureDimension.Tex2D,
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Bilinear,
enableRandomWrite = false,
useDynamicScale = false,
useMipMap = false, // true testen
depthStencilFormat = UnityEngine.Experimental.Rendering.GraphicsFormat.D24_UNorm_S8_UInt,
};
GameObject camera = Instantiate(outsideCameraPrefab, transform.position, Quaternion.identity);
outsideCameraInstance = camera.GetComponent<Camera>();
// Attempt to set the target texture
outsideCameraInstance.targetTexture = renderTexture;
material = new Material(Shader.Find("Standard"));
material.mainTexture = renderTexture;
meshRenderer.material = material;
ovrCameraRig = FindObjectOfType<OVRCameraRig>();
MarcsWebLogger.Log($"{randomNumber}-WallArt_end");
}
// Update is called once per frame
void Update()
{
// Check if the cameraRig is assigned
if (ovrCameraRig == null) return;
outsideCameraInstance.transform.position = ovrCameraRig.centerEyeAnchor.position;
outsideCameraInstance.transform.LookAt(window);
}
}

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