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 V R C . U d o n . C o m m o n ] ] ,   m s c o r l i b           /   V   V R C . U d o n . C o m m o n . U d o n V a r i a b l e ` 1 [ [ U n i t y E n g i n e . U I . T e x t ,   U n i t y E n g i n e . U I ] ] ,   V R C . U d o n . C o m m o n           '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e 	   g a i n L a b e l '   t y p e #   U n i t y E n g i n e . U I . T e x t ,   U n i t y E n g i n e . U I    V a l u e     /   X   V R C . U d o n . C o m m o n . U d o n V a r i a b l e ` 1 [ [ U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I ] ] ,   V R C . U d o n . C o m m o n           '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e 
   g a i n S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    t r e b l e L a b e l '   t y p e #   U n i t y E n g i n e . U I . T e x t ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    t r e b l e S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e 	   b a s s L a b e l '   t y p e #   U n i t y E n g i n e . U I . T e x t ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e 
   b a s s S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    f a d e L e n g t h L a b e l '   t y p e #   U n i t y E n g i n e . U I . T e x t ,   U n i t y E n g i n e . U I    V a l u e    0   	          '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    f a d e L e n g t h S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0   
          '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    f a d e E x p F a l l o f f L a b e l '   t y p e #   U n i t y E n g i n e . U I . T e x t ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    f a d e E x p F a l l o f f S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e 	   0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    x 1 S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e 
   0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    x 2 S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    x 3 S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    /   _   V R C . U d o n . C o m m o n . U d o n V a r i a b l e ` 1 [ [ U n i t y E n g i n e . M a t e r i a l ,   U n i t y E n g i n e . C o r e M o d u l e ] ] ,   V R C . U d o n . C o m m o n           '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    a u d i o S p e c t r u m D i s p l a y '   t y p e ,   U n i t y E n g i n e . M a t e r i a l ,   U n i t y E n g i n e . C o r e M o d u l e    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    t h r e s h o l d 0 S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    t h r e s h o l d 1 S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    t h r e s h o l d 2 S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
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These prefabs support AudioLink including bands and delay. + +Fixtures that have the word "Static" will be the most performant version of that fixture. This is because there are no update loops running on the script. The difference between the variants that have "Static" and the ones that don't will be explained below. + +Audio-UnClean (ToHearAudioProperly) - A copy of the audio that audiolink is reacting to that is meant to be audible to the player. + +VRSL-AudioLinkControllerWithSmoothing - A special version of the AudioLink control panel with an extra panel that allows to control the interpolated smoothing on the VRSL Edition of Audiolink. + +AudioLink - VRSL Edition - A special version of AudioLink that uses the interpolated version of the AudioLink shader. The interpolation will work for both the lights and any other AudioLink compatible shaders/objects. + +VRSL-AudioLink-Static-DiscoBall - The VRSL Discoball with AudioLink support on the intensity. AudioLink is off by default. + +VRSL-AudioLink-Static-Blinder - The VRSL Blinder with AudioLink support on intensity. Has support for Color Chord as well as Texture Color Sampling. + +VRSL-AudioLink-Static-LightBar - The VRSL Light Bar with AudioLink support on intensity. Has support for Color Chord as well as Texture Color Sampling. + +VRSL-AudioLink-Static-ParLight - The VRSL Par Light with AudioLink support on intensity. Has support for Color Chord as well as Texture Color Sampling. + +VRSL-AudioLink-Static-SpotLight - The VRSL Spot Light with AudioLink support on intensity. Has support for Color Chord as well as Texture Color Sampling. This is the "Static" variant. This means that it will not have the ability to follow a "target". The Pan/Tilt of this light can still be controlled with the appropriate variables though. Animations will not work very well with this version of the fixture. + +VRSL-AudioLink-Mover-SpotLight - The VRSL Spot Light with AudioLink support on intensity. Has support for Color Chord as well as Texture Color Sampling. This is the "Mover" variant.This means that it will have the ability to follow a "target" by having a target transform variable and enabling "Follow Target". 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{fileID: 0} + - target: {fileID: 1783614675688150108, guid: 385ac04e8d2b6f84ea93cb8392fad970, + type: 3} + propertyPath: m_LocalEulerAnglesHint.z + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 1783614675688150109, guid: 385ac04e8d2b6f84ea93cb8392fad970, + type: 3} + propertyPath: m_Name + value: AudioLinkController + objectReference: {fileID: 0} + - target: {fileID: 1783614675688150110, guid: 385ac04e8d2b6f84ea93cb8392fad970, + type: 3} + propertyPath: _syncMethod + value: 2 + objectReference: {fileID: 0} + - target: {fileID: 1783614675688150110, guid: 385ac04e8d2b6f84ea93cb8392fad970, + type: 3} + propertyPath: serializedProgramAsset + value: + objectReference: {fileID: 0} + - target: {fileID: 1783614675688150110, guid: 385ac04e8d2b6f84ea93cb8392fad970, + type: 3} + propertyPath: serializedPublicVariablesBytesString + value: /    2   V R C . U d o n . C o m m o n . U d o n V a r i a b l e T a b l e ,   V R C . U d o n . C o m m o n            '   t y p e h   S y s t e m . C o l l e c t i o n s . G e n e r i c . L i s t ` 1 [ [ V R C . U d o n . C o m m o n . I n t e r f a c e s . I U d o n V a r i a b l e ,   V R C . U d o n . C o m m o n ] ] ,   m s c o r l i b 	   V a r i a b l e s /   h   S y s t e m . C o l l e c t i o n s . G e n e r i c . L i s t ` 1 [ [ V R C . U d o n . C o m m o n . I n t e r f a c e s . I U d o n V a r i a b l e ,   V R C . U d o n . C o m m o n ] ] ,   m s c o r l i b           /   V   V R C . U d o n . C o m m o n . U d o n V a r i a b l e ` 1 [ [ U n i t y E n g i n e . U I . T e x t ,   U n i t y E n g i n e . U I ] ] ,   V R C . U d o n . C o m m o n           '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e 	   g a i n L a b e l '   t y p e #   U n i t y E n g i n e . U I . T e x t ,   U n i t y E n g i n e . U I    V a l u e     /   X   V R C . U d o n . C o m m o n . U d o n V a r i a b l e ` 1 [ [ U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I ] ] ,   V R C . U d o n . C o m m o n           '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e 
   g a i n S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    t r e b l e L a b e l '   t y p e #   U n i t y E n g i n e . U I . T e x t ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    t r e b l e S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e 	   b a s s L a b e l '   t y p e #   U n i t y E n g i n e . U I . T e x t ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e 
   b a s s S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    f a d e L e n g t h L a b e l '   t y p e #   U n i t y E n g i n e . U I . T e x t ,   U n i t y E n g i n e . U I    V a l u e    0   	          '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    f a d e L e n g t h S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0   
          '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    f a d e E x p F a l l o f f L a b e l '   t y p e #   U n i t y E n g i n e . U I . T e x t ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    f a d e E x p F a l l o f f S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e 	   0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    x 1 S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e 
   0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    x 2 S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    x 3 S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    /   _   V R C . U d o n . C o m m o n . U d o n V a r i a b l e ` 1 [ [ U n i t y E n g i n e . M a t e r i a l ,   U n i t y E n g i n e . C o r e M o d u l e ] ] ,   V R C . U d o n . C o m m o n           '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    a u d i o S p e c t r u m D i s p l a y '   t y p e ,   U n i t y E n g i n e . M a t e r i a l ,   U n i t y E n g i n e . C o r e M o d u l e    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    t h r e s h o l d 0 S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    t h r e s h o l d 1 S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    t h r e s h o l d 2 S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
   S y m b o l N a m e    t h r e s h o l d 3 S l i d e r '   t y p e %   U n i t y E n g i n e . U I . S l i d e r ,   U n i t y E n g i n e . U I    V a l u e    0             '   t y p e    S y s t e m . S t r i n g ,   m s c o r l i b '
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Please add a reference to the audiolink camera to the AudioLink Smoothing Panel Script!"); + } + bassSmoothingInit = bassSmoothingSlider.value; + lowerMidSmoothingInit = lowerMidSmoothingSlider.value; + upperMidSmoothingInit = upperMidSmoothingSlider.value; + trebleSmoothingInit = trebleSmoothingSlider.value; + colorChordSmoothingInit = colorChordSmoothingSlider.value; + UpdateSettings(); + } + + void UpdateText() + { + bassSmoothingText.text = (( (Mathf.Abs(bassSmoothingSlider.value - 1.0f))*100.0f).ToString()); + lowerMidSmoothingText.text = (((Mathf.Abs(lowerMidSmoothingSlider.value - 1.0f))*100.0f).ToString()); + upperMidSmoothingText.text = (((Mathf.Abs(upperMidSmoothingSlider.value - 1.0f))*100.0f).ToString()); + trebleSmoothingText.text = (((Mathf.Abs(trebleSmoothingSlider.value - 1.0f))*100.0f).ToString()); + colorChordSmoothingText.text = (((Mathf.Abs(colorChordSmoothingSlider.value - 1.0f))*100.0f).ToString()); + } + + public void UpdateSettings() + { + smoothingMaterial.SetFloat("_Band0Smoothness", bassSmoothingSlider.value); + smoothingMaterial.SetFloat("_Band1Smoothness", lowerMidSmoothingSlider.value); + smoothingMaterial.SetFloat("_Band2Smoothness", upperMidSmoothingSlider.value); + smoothingMaterial.SetFloat("_Band3Smoothness", trebleSmoothingSlider.value); + smoothingMaterial.SetFloat("_LightColorChordSmoothenss", colorChordSmoothingSlider.value); + UpdateText(); + } + + public void ResetSettings() + { + bassSmoothingSlider.value = bassSmoothingInit; + lowerMidSmoothingSlider.value = lowerMidSmoothingInit; + upperMidSmoothingSlider.value = upperMidSmoothingInit; + trebleSmoothingSlider.value = trebleSmoothingInit; + colorChordSmoothingSlider.value = colorChordSmoothingInit; + } +} diff --git a/Prefabs/AudioLink/VRSL-AudioLinkControllerWithSmoothing/VRSL_AudioLink_SmoothingPanel.cs.meta b/Prefabs/AudioLink/VRSL-AudioLinkControllerWithSmoothing/VRSL_AudioLink_SmoothingPanel.cs.meta new file mode 100644 index 0000000..8d34ea8 --- 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Mode/README - Prefab Explanation - DMX.txt b/Prefabs/DMX/Horizontal Mode/README - Prefab Explanation - DMX.txt new file mode 100644 index 0000000..3d6b90f --- /dev/null +++ b/Prefabs/DMX/Horizontal Mode/README - Prefab Explanation - DMX.txt @@ -0,0 +1,15 @@ +These are the prefabs for the DMX via Stream Panel variants of VRSL and a short description of each. + +VRSL-DMX-Static-Spotlight - The VRSL Spot Light with DMX support. This is the "Static" variant. This means it will not have the ability to follow a "target". It is recommeneded to use this version of the spotlight as it will have all the same DMX movement functionality as the "Mover" variant, but be signifigantly more performant. + +VRSL-DMX-Static-Blinder - The VRSL Blinder with DMX support. + +VRSL-DMX-Static-LightBar - The VRSL Light Bar with DMX support. + +VRSL-DMX-Static-ParLight - The VRSL Par Light with DMX support. + +VRSL-DMX-Static-DiscoBall - The VRSL Disco ball with DMX support. 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b/Prefabs/VRSL-LocalUIControlPanel.prefab.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: dedfba01424b93148b3d9a42e95ed2f7 +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/README.md b/README.md new file mode 100644 index 0000000..407935c --- /dev/null +++ b/README.md @@ -0,0 +1,267 @@ +# VR Stage Lighting + +![alt text](https://i.imgur.com/XJtiP9f.png) + +## A collection of HLSL shaders, UdonSharp scripts, 3D models, prefabs, and assets designed to emulate the real control, quality, and complexity of professional stage lighting into VRChat in as many ways as possible. + +

+ +

+
+ +VR Stage Lighting is a year-long project that started out as a means to research and develop a performant/reliable way to send DMX512 (Digital Multiplex with 512 pieces of information) data to VRChat to control spot lights and other lighting effects. It has evolved into creating a package of assets that can bring quality lighting effects in all manner of ways performantly. Those ways include: + +- DMX512/ArtNet via Video/Stream Panel. +- Audio Reaction via AudioLink. +- A special "VR Card-Based System" powered by UdonSharp and Animations. +- Raw Udon input via UdonSharp. +- DMX512/ArtNet via OSC (Coming Soon!). + +The majority of the overhead is powered through a standardized set of custom shaders that are designed to emulate different types lighting as well as input methods. This is provide performance by avoiding things such as real-time unity lights and using cost saving measures such as GPU-instancing and batching. The different light types that are included: + +- Mover Spotlights +- Static Par Lights +- Static Blinder Lights +- Generic Static Lights +- Disco Ball +- Lazers (Coming Soon!) + + + +## SEE ALL THESE SYSTEMS LIVE IN VRCHAT @ CLUB ORION (https://vrchat.com/home/launch?worldId=wrld_b2d9f284-3a77-4a8a-a58e-f8427f87ba79) + +## IMPORTANT +- These systems are designed for world building on VRChat for PC. While some of the shaders in theory could be used on avatars, they are primarily designed to be placed in a PC world. +- This system is still a work in progress and is planned for long-term support as more VRChat features are released. Planned features include OSC support, lazers, and Quest-Ready alternatives. +- For proper documentation, please refer to the PDF documents provided on the release page. +- ### These lights and shaders are open source while the VR Stage Lighting Grid Node is not. While the VR Stage Lighting Grid Node is not required for the Non-DMX versions of the stage lights, purchasing a copy of the VR Stage Lighting Grid Node will help in the development of both the node grid and the VR Stage Lighting kit as well as give you full access to the DMX capabilities of the shaders! You can purchase a copy here: https://gumroad.com/l/xYaPu, and your support will be greatly appreciated! <3 + + + +## Setup + +### Requirements +- Unity 2019.4 +- VRChat SDK3 for worlds (Udon) +- UdonSharp +- Usharp Video Player (https://github.com/MerlinVR/USharpVideo) +- PostProcessing Stack V2 +- uDesktopDuplication 1.6.0 (https://github.com/hecomi/uDesktopDuplication/releases/tag/v1.6.0) (for working with in-Editor; must be 1.60, Unity 2018.4 causes 1.70 to break for some reason) +- AudioLink (https://github.com/llealloo/vrc-udon-audio-link) +- Open BroadCast Software (or streaming software of your choice) +- VR Stage Lighting Grid Node (For DMX control, more info below. Purchase it here: https://gumroad.com/l/xYaPu) +- Atleast one extra screen that can support 16:9 resolutions. +- The latest release: + + +### Installation +1. Install VRChat SDK3, UdonSharp, Usharp Video Player, PostProcessing Stack V2, uDesktopDuplication 1.6.0, and Audio Link. Finally, install the latest release of VR Stage Lighting. +2. Have a look at any of the available example scenes. The inspectors of the shaders and scripts will have ToolTips about what they do. Proper documentation for each system will also be included in the same folder. + +

+ +

+ +### Getting started (DMX VIA Stream Panel through Editor) +1. Drag "VRSL-DMX-uDesktopDuplicationReader" prefab into the scene. +2. Add some DMX Compatible Light Fixture Prefabs (VRStageLighting-Exporter\Prefabs\DMX). +3. Assign Sectors to them through their Udon Scripts. (0 to 35) +4. Open your Artnet compatible software of choice. (Recommendation: SoundSwitch) +5. Open "VRStageLightingGridNode.exe" (Get it here: https://gumroad.com/l/xYaPu) +6. Ensure VRStageLightingGridNode is a visible Artnet device and ensure its getting Universes 1 and 2. +6. Open OBS. +7. Set "VRStageLightingGridNode.exe" as a window source. Place perfectly in the bottom right corner of your screen. +8. Make sure your OBS stream resolution is set to a 16:9 ratio. +9. Set the stream as a full screen window preview on your extra screen. +10. Press play in Unity. Ensure both the Game View and Scene View are both showing/are visible for the script to update properly. +11. In the "VRSL-DMX-uDesktopDuplicationReader", go to the script called "Texture" and set the display to your extra screen with the OBS Preview on it. +12. Ensure the screen is orientated properly and test out some DMX inputs. +13. Read the documentation for more information and channels and other things. + + +### Getting started (DMX VIA Stream Panel through USharp Video Player) +1. Drag "VRSL-DMX-USharpVideoReader" prefab into the scene. +2. Add some DMX Compatible Light Fixture Prefabs (VRStageLighting-Exporter\Prefabs\DMX). +3. Assign Sectors to them through their Udon Scripts. (0 to 35) +4. Hide the child object named "DMXReaderScreen" somewhere away where visitors can't see. +5. Place the "USharpVideo" child object where you want on your map +6. Upload and test in VRchat. This test video in the playlsit will load automatically: https://www.youtube.com/watch?v=YrIOvLbHPgo&ab_channel=AirConditioning + + +### Getting Started (Audio React via Audio Link) +1. Follow the "Getting Started" instructions provided with the Audio Link package. +2. Add the desired AudioLink compatible VRSL Fixtures when ready. + + +### Getting Started (VRSL Card-Based System) +1. Start a scene and place "VRSL-Animated" fixture prefabs where you want them (located in \VRSL-VRCardSystem\Prefabs). +2. Drop in the "VRSL-StageLighting-CardSystem-Prefab" into your world. +3. For each lighting group, in the script, add the lighting fixtures you want that group to control under the "Stage Light List" array in the inspector. +4. If you need more groups, just duplicate one, recolor it to your liking, and add your fixtures. Afterwards, go to the "Master Intensity Slider Handle" object and add your new light groups to the appropriate list. +5. Uplaod and test. + + + +## ABOUT + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + + +## Shaders +The shaders themselves are hand-written vertex-frag shaders designed to loosely emulate real-time stage lighting without having the performance cost. The only real-time light needed is the default directional light (with optimal settings applied, examples are included) for use of the depth texture. There are 3 types of shaders that are seperated into Mover and Static categories. + +- Fixture (The stage light's housing) +- Volumetric (The volumetric beam that the light would produce in a foggy/smoky setting) +- Projection (The actual light being projected on to other objects. This does not use the standard Unity Projector Component despite it's name.) + +More information on them can be found in the Shaders folder as well the tooltips on the shader properties in the inspector. + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +## DMX512/ArtNet Via Video/Stream Panel + +

+ +

+ +The main system this project was based on. This system can convert signals it reads from a VRChat stream/video panel into actions that the lights can perform, mainly a special black/white grid that coverts DMX signals into something the lighting system can read. This system is powered 95% by shaders, including the actual method of reading the pixels from the screen. The other 5% is to enable GPU instancing for the shaders and certain properties. There is also basic "RAW" Udon support for when DMX Support is disabled for these shaders. + +Summary for the pipeline: + +- The grid sits in the bottom right corner of a stream/video that has a 16:9 aspect ratio (I.E 1920x1080, 1280x720, etc.). +- The grid runs in the background and is discoverable Artnet device, which allows Artnet compatible software to send it DMX data via local Ethernet. +- When the grid gets the DMX data, it displays its value as a black/white range with 0/1 representing the values respectively. +- A camera picks ups the grid in the bottom right corner of the screen and converts it into a render texture. +- The render texture is converted into two custom render textures, one to add realtime smoothing to compensate for compression, and another to add phase compensation for the strobe channel. +- The custom render textures are then sent to the lighting fixtures, where the signals are to be read and converted into actions. +-The channels of the grid start from the bottom left corner (channel 1) counting up as you move right, starting a new row every 26 channels. Every 13 channels is considered a "Sector" and is the maximum number of channels any fixture here can use. +- Every fixture is assigned a Sector and will only read the channels from that respective sector. The fixture may or may not use every channel depending on the type, but this will allow multiple fixtures to read from the same Sector. +- The current channel types are Pan (Regular + Fine), Tilt (Regular + Fine), Brightness/Intensity, Red, Green, Blue, Strobe, SpotLight Radius, GOBO (Cookie) and GOBO Spin Speed (Coming Soon!). More Channel types will be added as more fixture types are created. +- Some special channels are also created by default including a dedicated Disco Ball channel and a "Mover Speed Channel" (which controls the smoothing strength of all mover lights). + + +The appeal of this system is that this allows any software or hardware that supports Artnet to be able to control these lights in VRChat in real time through a stream or a recorded video. This repository comes with an example recorded video in an example scene of the lights in action as well as the grid system they're reacting to. The video is placed in an example scene where the same lights are set-up to re-react to the video in real time, mimicing the actions of the lights shown in the example video. + + + +### Limitations +- This system requires a video/stream panel, meaning there will be some unavoidable latency for realtime setups. +- Compression artifacting can cause movement data to be scrambled a bit. Linear Interpolated CRTs are applied to compensate for the scrambling, but does make the movement much slower. A dedicated sector has been set to control the intensity of the smoothing/interpolation, but it is recommended to keep the smoothing at maximum (Which is 0 for that channel) for most situations. +- If quicker movement is needed, it is recommended to do it in small bursts, quickly returning the smoothing back to maximum when you can. This channel controls the movement for all lights. It is currently not possible to control the speed of individual light/sectors with this system. +- The system currently supports a little over 35 unique fixtures (sectors). Support for more is planned for the future. + +### Software +- Recommended software to use this system with is SoundSwitch, which allows a DJ to play pre-created sync'd light shows in realtime with whatever track is playing as well as other DJ friendly light show options. You can get SoundSwitch here! (https://www.soundswitch.com/) + +- The grid itself can be purchased at my gumroad, which will also help directly support the development of this project <3! Which can be purchased here! () OSC output is also included with this grid system for when VRChat officially supports it via Udon. You can get it here!: https://gumroad.com/l/xYaPu + +

+ +

+ + +### Channel List Per Sector (1-13) +Here are the channels and what they represent for each Sector (set of 13): + +1. Pan (Left/Right Rotation) +2. Fine-Pan +3. Tilt (Up/Down Rotation) +4. Fine-Tilt +5. SpotLight Radius/Cone Width (Will show up as "Motor Speed" in some software) +6. Intensity +7. Strobe (0-009 is off, 010-255 is slow to fast) +8. Red Intensity +9. Green Intensity +10. Blue Intensity +11. Unused (Labled as "White Intensity" in some software) +12. GOBO selection (1 through 6; Labled as "Programmes" in some software) +13. GOBO Spin Speed (Work-In-Progress; Labled as "Speed/Sensativity"); + + +### Tips +- There are a limited number of available sectors, so try to be effecient with the number of unique fixtures you set up. You can have an unlimted number of fixtures reading from the same sector! +- Movers can have their pan/tilt inverted! This allows for mirrored movement between multiple movers that share the same sector! +- Video Tutorials/tips for this system will be released soon, including how to integrate with SoundSwitch! +- Use uDesktopDuplication (by hecomi) to see your screen appear in realtime in your unity editor! You can use this to test your lights in realtime with the grid as well as create stage lighting scenes and shows! Get it here!: https://github.com/hecomi/uDesktopDuplication/releases/tag/v1.6.0 + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + +## Audio Reaction via AudioLink + +A varation of these shaders support AudioLink by llealloo. + +As described by llealloo, "AudioLink is a system that analyzes the frequencies of in-world audio and exposes the amplitude data to VRChat Udon, world shaders, and avatar shaders." + +These shaders will have their intensity's react to the audio at different frequencies. They use the shader implementation of AudioLink for minimal overhead. There is also basic "RAW" Udon support that is enabled alongside AudioLink which inclues GPU Instanced properties and mover target following. + +An example scene is included that show the different light types reacting to the different frequency bands of audio. + +You can get Audiolink as well as learn more about it here!: (https://github.com/llealloo/vrc-udon-audio-link) + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + +## VRSL Card-Based System (UdonSharp + Animations) + +

+ +

+ +A custom stage lighting system that is designed around controlling the lights within VR itself in a manner that combines elements of a real stage lighting hardware and card games. The standard "RAW" perks such as batching and GPU instancing are used here as well. + + +### Cards +The card based system uses positionally synced orbs with cards in them to control groups of lights at a time by putting the orbs in special "Lighting Zones". These "Lighting Zones" will read information from the card and tell whatever lights it has control over what corresponding animations to play. There are 4 types of cards, with each type controlling a different aspect of the lights. + +- Pan/Tilt Cards (Movers Only) +- GOBO Cards (SpotLights Only) +- Color Cards +- Intensity Cards + +- Pan/Tilt Cards control how mover fixtures move around. They are yellow and only "Mover" type fixtures will respond to them. +- GOBO Cards control what GOBO/Cookie is being projected by the spotlight. They are green and only "Spotlight" type fixtures will respond to them. +- Color Cards control what colors the lights are displaying. They are blue and all lights support them. +- Intensity Cards control the intenisty/flashing of the lights. They are red and all lights support them. + +The cards contain the title of animation, an icon describing what it does, and the number of measures/bars the animation will last. +There are plans for more card types and animations in the future. + +### Universal Metronome +The animations are controlled by a "Universal Metronome" or "BPMCounter" which counts a standard 4 beats at the desired tempo. Every 1st beat, a network event is launched to ensure everyone is in sync. The metronome controls the speed of the animations, which will allow the animations to always keep a constant rhthmic time as well as be in sync with everyone in the instance without heavy network load. (This system may be adjusted to accomoadate for the networking update in the future). Which animations are playing are controlled by which ever card is placed into the box. + +### Sliders +Other aspects of the lights such as the base brightness and radius of the spotlights are controlled with global physical sliders that are also positionally synced. + +### Example + +An example scene is included with 4 "Lighting Zones" and a handful of cards. Further documentation/instructions can be found here: (https://docs.google.com/document/d/1iwmyHbZ442YsSOQxok_zZtQNxBHFgy6Tu0USKSNC9DE/edit?usp=sharing). The documentation is also included in the example scene. + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +## "RAW" Input Via UdonSharp + +This is the bare bones setup for these shaders. They contain a light weight version of the shaders that are GPU instanced through a compatible Udon Script. This setup is for people who want to create their own methods of controlling the lights via Udon and serves as the basis for the 3 other systems. +The basic features it comes with include: + +- GPU instanced properties/variables and methods to update them. +- Target Following for movers. +- Custom Inspectors. + +Future systems will also derive from this set of scripts. + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +## Local UI Panel + +A UI panel that can control the intensity of the different lighting shaders is also included. Plop this panel in you world to allow users to locally control the brightness of each aspect of the lights, or all lights at once. It also includes a slider for bloom intensity and a pre-made post processing volume for it. This panel is included as a prefab and is also featured in each example scene. + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +## Support + +If you'd like to support the project, you can do so via patreon, where you can also get some VRSL exclusives!~ +https://www.patreon.com/ac_chosen +You can also join the official VRSL discord here!: +https://discord.gg/zPktZAe48r diff --git a/README.md.meta b/README.md.meta new file mode 100644 index 0000000..127b59e --- /dev/null +++ b/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b5e9530498ab6ef44ae1187db9dca1c1 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts.meta b/Scripts.meta new file mode 100644 index 0000000..d24d75a --- /dev/null +++ b/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0e6e30ef816e0424ea83e7a36deafd7e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Editor.meta b/Scripts/Editor.meta new file mode 100644 index 0000000..ab8fca5 --- /dev/null +++ b/Scripts/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a46fcc4440681a543b1e348cd4e784cc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Editor/Resources.meta b/Scripts/Editor/Resources.meta new file mode 100644 index 0000000..7d8592e --- /dev/null +++ b/Scripts/Editor/Resources.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2c269b8e29992ff4d8e62e5f2bdbd307 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Editor/Resources/VRSL-LightBulbIcon.png b/Scripts/Editor/Resources/VRSL-LightBulbIcon.png new file mode 100644 index 0000000..6543a1b Binary files /dev/null and b/Scripts/Editor/Resources/VRSL-LightBulbIcon.png differ diff --git a/Scripts/Editor/Resources/VRSL-LightBulbIcon.png.meta b/Scripts/Editor/Resources/VRSL-LightBulbIcon.png.meta new file mode 100644 index 0000000..0946594 --- /dev/null +++ b/Scripts/Editor/Resources/VRSL-LightBulbIcon.png.meta @@ -0,0 +1,116 @@ +fileFormatVersion: 2 +guid: db9a882cfc78fb0458eee55c6b8786a9 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + applyGammaDecoding: 0 + platformSettings: + - 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serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 128 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 1 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 128 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 1 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Android + maxTextureSize: 128 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 1 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Editor/VRSL_ManagerWindow.cs b/Scripts/Editor/VRSL_ManagerWindow.cs new file mode 100644 index 0000000..40265a4 --- /dev/null +++ b/Scripts/Editor/VRSL_ManagerWindow.cs @@ -0,0 +1,2649 @@ +using UdonSharp; +using UnityEngine; +using VRC.SDKBase; +using VRC.Udon; +using UnityEngine.UI; +using System.Threading; + +#if !COMPILER_UDONSHARP && UNITY_EDITOR +using UnityEditor; +using UdonSharpEditor; +using UnityEngine.SceneManagement; +//using VRC.Udon; +using VRC.Udon.Common; +using VRC.Udon.Common.Interfaces; +using System.Collections.Immutable; +using System.Collections.Generic; +using System; +using System.Linq; +#endif +#if !COMPILER_UDONSHARP && UNITY_EDITOR + + public static class Extensions + { + // Extensions class by Bunny83 + // https://answers.unity.com/questions/960413/editor-window-how-to-center-a-window.html + public static System.Type[] GetAllDerivedTypes(this System.AppDomain aAppDomain, System.Type aType) + { + var result = new List(); + var assemblies = aAppDomain.GetAssemblies(); + foreach (var assembly in assemblies) + { + var types = assembly.GetTypes(); + foreach (var type in types) + { + if (type.IsSubclassOf(aType)) + result.Add(type); + } + } + return result.ToArray(); + } + + public static Rect GetEditorMainWindowPos() + { + var containerWinType = System.AppDomain.CurrentDomain.GetAllDerivedTypes(typeof(ScriptableObject)).Where(t => t.Name == "ContainerWindow").FirstOrDefault(); + if (containerWinType == null) + throw new System.MissingMemberException("Can't find internal type ContainerWindow. Maybe something has changed inside Unity"); + var showModeField = containerWinType.GetField("m_ShowMode", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance); + var positionProperty = containerWinType.GetProperty("position", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance); + if (showModeField == null || positionProperty == null) + throw new System.MissingFieldException("Can't find internal fields 'm_ShowMode' or 'position'. Maybe something has changed inside Unity"); + var windows = Resources.FindObjectsOfTypeAll(containerWinType); + foreach (var win in windows) + { + var showmode = (int)showModeField.GetValue(win); + if (showmode == 4) // main window + { + var pos = (Rect)positionProperty.GetValue(win, null); + return pos; + } + } + throw new System.NotSupportedException("Can't find internal main window. Maybe something has changed inside Unity"); + } + + public static void CenterOnMainWin(this UnityEditor.EditorWindow aWin) + { + var main = GetEditorMainWindowPos(); + var pos = aWin.position; + float w = (main.width - pos.width)*0.5f; + float h = (main.height - pos.height)*0.5f; + pos.x = main.x + w; + pos.y = main.y + h; + aWin.position = pos; + } + } + + +class DMXListItem +{ + public VRStageLighting_DMX_Static light; + public bool foldout; + /////////////////////////////////////////////////////////////////////// + private bool Z_enableDMXChannels; public bool P_enableDMXChannels; + private int Z_dmxChannel; public int P_dmxChannel; + private int Z_dmxUniverse; public int P_dmxUniverse; + private bool Z_useLegacySectorMode; public bool P_useLegacySectorMode; + private bool Z_singleChannelMode; public bool P_singleChannelMode; + private int Z_sector; public int P_sector; + private int Z_Channel; public int P_Channel; + private bool Z_legacyGoboRange; public bool P_legacyGoboRange; + private float Z_globalIntensity; public float P_globalIntensity; + private float Z_finalIntensity; public float P_finalIntensity; + private Color Z_lightColorTint; public Color P_lightColorTint; + private bool Z_invertPan; public bool P_invertPan; + private bool Z_invertTilt; public bool P_invertTilt; + private bool Z_isUpsideDown; public bool P_isUpsideDown; + private bool Z_enableAutoSpin; public bool P_enableAutoSpin; + private bool Z_enableStrobe; public bool P_enableStrobe; + private float Z_tiltOffsetBlue; public float P_tiltOffsetBlue; + private float Z_panOffsetBlueGreen; public float P_panOffsetBlueGreen; + private int Z_selectGOBO; public int P_selectGOBO; + private float Z_coneWidth; public float P_coneWidth; + private float Z_coneLength; public float P_coneLength; + private float Z_maxConeLength; public float P_maxConeLength; + private float Z_maxMinPan; public float P_maxMinPan; + private float Z_maxMinTilt; public float P_maxMinTilt; + ////////////////////////////////////////////////////////////// + + + public DMXListItem(VRStageLighting_DMX_Static light, bool foldout) + { + this.light = light; + this.foldout = this.light.foldout = foldout; + Z_enableDMXChannels = P_enableDMXChannels = this.light.enableDMXChannels; + Z_dmxChannel = P_dmxChannel = this.light.dmxChannel; + Z_dmxUniverse = P_dmxUniverse = this.light.dmxUniverse; + Z_useLegacySectorMode = P_useLegacySectorMode = this.light.useLegacySectorMode; + Z_singleChannelMode = P_singleChannelMode = this.light.singleChannelMode; + Z_sector = P_sector = this.light.sector; + Z_Channel = P_Channel = this.light.Channel; + Z_legacyGoboRange = P_legacyGoboRange = this.light.legacyGoboRange; + Z_globalIntensity = P_globalIntensity = this.light.globalIntensity; + Z_finalIntensity = P_finalIntensity = this.light.finalIntensity; + Z_lightColorTint = P_lightColorTint = this.light.lightColorTint; + Z_invertPan = P_invertPan = this.light.invertPan; + Z_invertTilt = P_invertTilt = this.light.invertTilt; + Z_isUpsideDown = P_isUpsideDown = this.light.isUpsideDown; + Z_enableAutoSpin = P_enableAutoSpin = this.light.enableAutoSpin; + Z_enableStrobe = P_enableStrobe = this.light.enableStrobe; + Z_tiltOffsetBlue = P_tiltOffsetBlue = this.light.tiltOffsetBlue; + Z_panOffsetBlueGreen = P_panOffsetBlueGreen = this.light.panOffsetBlueGreen; + Z_selectGOBO = P_selectGOBO = this.light.selectGOBO; + Z_coneWidth = P_coneWidth = this.light.coneWidth; + Z_coneLength = P_coneLength = this.light.coneLength; + Z_maxConeLength = P_maxConeLength = this.light.maxConeLength; + Z_maxMinPan = P_maxMinPan = this.light.maxMinPan; + Z_maxMinTilt = P_maxMinTilt = this.light.maxMinTilt; + } + + public void ResetChanges(bool closeMenus) + { + if(closeMenus) + { + var so = new SerializedObject(light); + so.FindProperty("foldout").boolValue = false; + so.ApplyModifiedProperties(); + } + + light.UpdateProxy(); + light.enableDMXChannels = P_enableDMXChannels = Z_enableDMXChannels; + light.dmxChannel = P_dmxChannel = Z_dmxChannel; + light.dmxUniverse = P_dmxUniverse = Z_dmxUniverse; + light.useLegacySectorMode = P_useLegacySectorMode = Z_useLegacySectorMode; + light.singleChannelMode = P_singleChannelMode = Z_singleChannelMode; + light.sector = P_sector = Z_sector; + light.Channel = P_Channel = Z_Channel; + light.legacyGoboRange = P_legacyGoboRange = Z_legacyGoboRange; + light.globalIntensity = P_globalIntensity = Z_globalIntensity; + light.finalIntensity = P_finalIntensity = Z_finalIntensity; + light.lightColorTint = P_lightColorTint = Z_lightColorTint; + light.invertPan = P_invertPan = Z_invertPan; + light.invertTilt = P_invertTilt = Z_invertTilt; + light.isUpsideDown = P_isUpsideDown = Z_isUpsideDown; + light.enableAutoSpin = P_enableAutoSpin = Z_enableAutoSpin; + light.enableStrobe = P_enableStrobe = Z_enableStrobe; + light.tiltOffsetBlue = P_tiltOffsetBlue = Z_tiltOffsetBlue; + light.panOffsetBlueGreen = P_panOffsetBlueGreen = Z_panOffsetBlueGreen; + light.selectGOBO = P_selectGOBO = Z_selectGOBO; + light.coneWidth = P_coneWidth = Z_coneWidth; + light.coneLength = P_coneLength = Z_coneLength; + light.maxConeLength = P_maxConeLength = Z_maxConeLength; + light.maxMinPan = P_maxMinPan = Z_maxMinPan; + light.maxMinTilt = P_maxMinTilt = Z_maxMinTilt; + light.foldout = false; + light.ApplyProxyModifications(); + } + public void ApplyChanges() + { + // Undo.RecordObject(light, "Undo Apply Changes"); + // PrefabUtility.RecordPrefabInstancePropertyModifications(light); + + var so = new SerializedObject(light); + so.FindProperty("enableDMXChannels").boolValue = P_enableDMXChannels; + so.FindProperty("dmxChannel").intValue = P_dmxChannel; + so.FindProperty("useLegacySectorMode").boolValue = P_useLegacySectorMode; + so.FindProperty("singleChannelMode").boolValue = P_singleChannelMode; + so.FindProperty("sector").intValue = P_sector; + so.FindProperty("Channel").intValue = P_Channel; + so.FindProperty("legacyGoboRange").boolValue = P_legacyGoboRange; + so.FindProperty("globalIntensity").floatValue = P_globalIntensity; + so.FindProperty("finalIntensity").floatValue = P_finalIntensity; + so.FindProperty("lightColorTint").colorValue = P_lightColorTint; + so.FindProperty("invertPan").boolValue = P_invertPan; + so.FindProperty("invertTilt").boolValue = P_invertTilt; + so.FindProperty("isUpsideDown").boolValue = P_isUpsideDown; + so.FindProperty("enableAutoSpin").boolValue = P_enableAutoSpin; + so.FindProperty("enableStrobe").boolValue = P_enableStrobe; + so.FindProperty("tiltOffsetBlue").floatValue = P_tiltOffsetBlue; + so.FindProperty("panOffsetBlueGreen").floatValue = P_panOffsetBlueGreen; + so.FindProperty("selectGOBO").intValue = P_selectGOBO; + so.FindProperty("coneWidth").floatValue = P_coneWidth; + so.FindProperty("coneLength").floatValue = P_coneLength; + so.FindProperty("maxConeLength").floatValue = P_maxConeLength; + so.FindProperty("maxMinPan").floatValue = P_maxMinPan; + so.FindProperty("maxMinTilt").floatValue = P_maxMinTilt; + so.FindProperty("foldout").boolValue = foldout; + so.ApplyModifiedProperties(); + + + light.UpdateProxy(); + light.enableDMXChannels = Z_enableDMXChannels = P_enableDMXChannels; + light.dmxChannel = Z_dmxChannel = P_dmxChannel; + light.dmxUniverse = Z_dmxUniverse = P_dmxUniverse; + light.useLegacySectorMode = Z_useLegacySectorMode = P_useLegacySectorMode; + light.singleChannelMode = Z_singleChannelMode = P_singleChannelMode; + light.sector = Z_sector = P_sector; + light.Channel = Z_Channel = P_Channel; + light.legacyGoboRange = Z_legacyGoboRange = P_legacyGoboRange; + light.globalIntensity = Z_globalIntensity = P_globalIntensity; + light.finalIntensity = Z_finalIntensity = P_finalIntensity; + light.lightColorTint = Z_lightColorTint = P_lightColorTint; + light.invertPan = Z_invertPan = P_invertPan; + light.invertTilt = Z_invertTilt = P_invertTilt; + light.isUpsideDown = Z_isUpsideDown = P_isUpsideDown; + light.enableAutoSpin = Z_enableAutoSpin = P_enableAutoSpin; + light.enableStrobe = Z_enableStrobe = P_enableStrobe; + light.tiltOffsetBlue = Z_tiltOffsetBlue = P_tiltOffsetBlue; + light.panOffsetBlueGreen = Z_panOffsetBlueGreen = P_panOffsetBlueGreen; + light.selectGOBO = Z_selectGOBO = P_selectGOBO; + light.coneWidth = Z_coneWidth = P_coneWidth; + light.coneLength = Z_coneLength = P_coneLength; + light.maxConeLength = Z_maxConeLength = P_maxConeLength; + light.maxMinPan = Z_maxMinPan = P_maxMinPan; + light.maxMinTilt = Z_maxMinTilt = P_maxMinTilt; + light.foldout = foldout; + light.ApplyProxyModifications(); + } +} +class AudioLinkListItem +{ + public VRStageLighting_AudioLink_Static light; + public bool foldout; + public bool isLaser; + public VRStageLighting_AudioLink_Laser laser; + ////////////////////////////////////////////////////////////////////////// + private bool Z_enableAudioLink; public bool P_enableAudioLink; + private int Z_band; public int P_band; + private int Z_delay; public int P_delay; + private float Z_bandMultiplier; public float P_bandMultiplier; + private bool Z_enableColorChord; public bool P_enableColorChord; + private float Z_globalIntensity; public float P_globalIntensity; + private float Z_finalIntensity; public float P_finalIntensity; + private Color Z_lightColorTint; public Color P_lightColorTint; + private bool Z_enableColorTextureSampling; public bool P_enableColorTextureSampling; + private Vector2 Z_textureSamplingCoordinates; public Vector2 P_textureSamplingCoordinates; + private Transform Z_targetToFollow; public Transform P_targetToFollow; + private float Z_spinSpeed; public float P_spinSpeed; + private bool Z_enableAutoSpin; public bool P_enableAutoSpin; + private int Z_selectGOBO; public int P_selectGOBO; + private float Z_coneWidth; public float P_coneWidth; + private float Z_coneLength; public float P_coneLength; + private float Z_maxConeLength; public float P_maxConeLength; + /////////////////////////////////////////////////////////////////////// + private float Z_coneFlatness; public float P_coneFlatness; + private float Z_coneXRotation; public float P_coneXRotation; + private float Z_coneYRotation; public float P_coneYRotation; + private float Z_coneZRotation; public float P_coneZRotation; + private int Z_laserCount; public int P_laserCount; + private float Z_laserScroll; public float P_laserScroll; + private float Z_laserThickness; public float P_laserThickness; + + public AudioLinkListItem(VRStageLighting_AudioLink_Static light, bool foldout) + { + this.light = light; + this.foldout = this.light.foldout = foldout; + this.isLaser = false; + Z_enableAudioLink = P_enableAudioLink = this.light.EnableAudioLink; + Z_band = P_band = this.light.Band; + Z_delay = P_delay = this.light.Delay; + Z_bandMultiplier = P_bandMultiplier = this.light.BandMultiplier; + Z_enableColorChord = P_enableColorChord = this.light.ColorChord; + Z_globalIntensity = P_globalIntensity = this.light.GlobalIntensity; + Z_finalIntensity = P_finalIntensity = this.light.FinalIntensity; + Z_lightColorTint = P_lightColorTint = this.light.LightColorTint; + Z_enableColorTextureSampling = P_enableColorTextureSampling = this.light.ColorTextureSampling; + Z_textureSamplingCoordinates = P_textureSamplingCoordinates = this.light.TextureSamplingCoordinates; + Z_targetToFollow = P_targetToFollow = this.light.targetToFollow; + Z_spinSpeed = P_spinSpeed = this.light.SpinSpeed; + Z_enableAutoSpin = P_enableAutoSpin = this.light.ProjectionSpin; + Z_selectGOBO = P_selectGOBO = this.light.SelectGOBO; + Z_coneWidth = P_coneWidth = this.light.ConeWidth; + Z_coneLength = P_coneLength = this.light.ConeLength; + Z_maxConeLength = P_maxConeLength = this.light.MaxConeLength; + + + } + public AudioLinkListItem(VRStageLighting_AudioLink_Laser laser, bool foldout) + { + this.laser = laser; + this.foldout = this.laser.foldout = foldout; + this.isLaser = true; + Z_enableAudioLink = P_enableAudioLink = this.laser.EnableAudioLink; + Z_band = P_band = this.laser.Band; + Z_delay = P_delay = this.laser.Delay; + Z_bandMultiplier = P_bandMultiplier = this.laser.BandMultiplier; + Z_enableColorChord = P_enableColorChord = this.laser.ColorChord; + Z_globalIntensity = P_globalIntensity = this.laser.GlobalIntensity; + Z_finalIntensity = P_finalIntensity = this.laser.FinalIntensity; + Z_lightColorTint = P_lightColorTint = this.laser.LightColorTint; + Z_enableColorTextureSampling = P_enableColorTextureSampling = this.laser.ColorTextureSampling; + Z_textureSamplingCoordinates = P_textureSamplingCoordinates = this.laser.TextureSamplingCoordinates; + Z_coneFlatness = P_coneFlatness = this.laser.ConeFlatness; + Z_coneXRotation = P_coneXRotation = this.laser.ConeXRotation; + Z_coneYRotation = P_coneYRotation = this.laser.ConeYRotation; + Z_coneZRotation = P_coneZRotation = this.laser.ConeZRotation; + Z_laserCount = P_laserCount = this.laser.LaserCount; + Z_laserScroll = P_laserScroll = this.laser.LaserScroll; + Z_coneWidth = P_coneWidth = this.laser.ConeWidth; + Z_coneLength = P_coneLength = this.laser.ConeLength; + Z_laserThickness = P_laserThickness = this.laser.LaserThickness; + } + public void ResetChanges(VRStageLighting_AudioLink_Static li , bool closeMenus) + { + if(closeMenus) + { + var so = new SerializedObject(light); + so.FindProperty("foldout").boolValue = false; + so.ApplyModifiedProperties(); + } + + light.UpdateProxy(); + light.EnableAudioLink = P_enableAudioLink = Z_enableAudioLink; + light.Band = P_band = Z_band; + light.Delay = P_delay = Z_delay; + light.BandMultiplier = P_bandMultiplier = Z_bandMultiplier; + light.ColorChord = P_enableColorChord = Z_enableColorChord; + light.GlobalIntensity = P_globalIntensity = Z_globalIntensity; + light.FinalIntensity = P_finalIntensity = Z_finalIntensity; + light.LightColorTint = P_lightColorTint = Z_lightColorTint; + light.ColorTextureSampling = P_enableColorTextureSampling = Z_enableColorTextureSampling; + light.TextureSamplingCoordinates = P_textureSamplingCoordinates = Z_textureSamplingCoordinates; + light.targetToFollow = P_targetToFollow = Z_targetToFollow; + light.ProjectionSpin = P_enableAutoSpin = Z_enableAutoSpin; + light.SpinSpeed = P_spinSpeed = Z_spinSpeed; + light.SelectGOBO = P_selectGOBO = Z_selectGOBO; + light.ConeWidth = P_coneWidth = Z_coneWidth; + light.ConeLength = P_coneLength = Z_coneLength; + light.MaxConeLength = P_maxConeLength = Z_maxConeLength; + light.foldout = false; + light.ApplyProxyModifications(); + } + public void ResetChanges(VRStageLighting_AudioLink_Laser li , bool closeMenus) + { + if(closeMenus) + { + var so = new SerializedObject(laser); + so.FindProperty("foldout").boolValue = false; + so.ApplyModifiedProperties(); + } + + laser.UpdateProxy(); + laser.EnableAudioLink = P_enableAudioLink = Z_enableAudioLink; + laser.Band = P_band = Z_band; + laser.Delay = P_delay = Z_delay; + laser.BandMultiplier = P_bandMultiplier = Z_bandMultiplier; + laser.ColorChord = P_enableColorChord = Z_enableColorChord; + laser.GlobalIntensity = P_globalIntensity = Z_globalIntensity; + laser.FinalIntensity = P_finalIntensity = Z_finalIntensity; + laser.LightColorTint = P_lightColorTint = Z_lightColorTint; + laser.ColorTextureSampling = P_enableColorTextureSampling = Z_enableColorTextureSampling; + laser.TextureSamplingCoordinates = P_textureSamplingCoordinates = Z_textureSamplingCoordinates; + laser.ConeXRotation = P_coneXRotation = Z_coneXRotation; + laser.ConeYRotation = P_coneYRotation = Z_coneYRotation; + laser.ConeZRotation = P_coneZRotation = Z_coneZRotation; + laser.LaserCount = P_laserCount = Z_laserCount; + laser.ConeWidth = P_coneWidth = Z_coneWidth; + laser.ConeLength = P_coneLength = Z_coneLength; + laser.LaserScroll = P_laserScroll = Z_laserScroll; + laser.foldout = false; + laser.ApplyProxyModifications(); + } + + public void ApplyChanges(VRStageLighting_AudioLink_Static li) + { + // Undo.RecordObject(light, "Undo Apply Changes"); + // PrefabUtility.RecordPrefabInstancePropertyModifications(light); + + var so = new SerializedObject(light); + so.FindProperty("enableAudioLink").boolValue = P_enableAudioLink; + so.FindProperty("band").intValue = P_band; + so.FindProperty("delay").intValue = P_delay; + so.FindProperty("bandMultiplier").floatValue = P_bandMultiplier; + so.FindProperty("enableColorChord").boolValue = P_enableColorChord; + so.FindProperty("globalIntensity").floatValue = P_globalIntensity; + so.FindProperty("finalIntensity").floatValue = P_finalIntensity; + so.FindProperty("lightColorTint").colorValue = P_lightColorTint; + so.FindProperty("enableColorTextureSampling").boolValue = P_enableColorTextureSampling; + so.FindProperty("textureSamplingCoordinates").vector2Value = P_textureSamplingCoordinates; + so.FindProperty("targetToFollow").objectReferenceValue = P_targetToFollow; + so.FindProperty("enableAutoSpin").boolValue = P_enableAutoSpin; + so.FindProperty("spinSpeed").floatValue = P_spinSpeed; + so.FindProperty("selectGOBO").intValue = P_selectGOBO; + so.FindProperty("coneWidth").floatValue = P_coneWidth; + so.FindProperty("coneLength").floatValue = P_coneLength; + so.FindProperty("maxConeLength").floatValue = P_maxConeLength; + so.FindProperty("foldout").boolValue = foldout; + so.ApplyModifiedProperties(); + + //var soTarget = new SerializedObject(light.targetToFollow.gameObject); + + + + light.UpdateProxy(); + light.EnableAudioLink = Z_enableAudioLink = P_enableAudioLink; + light.Band = Z_band = P_band; + light.Delay = Z_delay = P_delay; + light.BandMultiplier = Z_bandMultiplier = P_bandMultiplier; + light.ColorChord = Z_enableColorChord = P_enableColorChord; + light.GlobalIntensity = Z_globalIntensity = P_globalIntensity; + light.FinalIntensity = Z_finalIntensity = P_finalIntensity; + light.LightColorTint = Z_lightColorTint = P_lightColorTint; + light.ColorTextureSampling = Z_enableColorTextureSampling = P_enableColorTextureSampling; + light.TextureSamplingCoordinates = Z_textureSamplingCoordinates = P_textureSamplingCoordinates; + light.targetToFollow = Z_targetToFollow = P_targetToFollow; + light.ProjectionSpin = Z_enableAutoSpin = P_enableAutoSpin; + light.SpinSpeed = Z_spinSpeed = P_spinSpeed; + light.SelectGOBO = Z_selectGOBO = P_selectGOBO; + light.ConeWidth = Z_coneWidth = P_coneWidth; + light.ConeLength = Z_coneLength = P_coneLength; + light.MaxConeLength = Z_maxConeLength = P_maxConeLength; + light.foldout = foldout; + + light.ApplyProxyModifications(); + } + + public void ApplyChanges(VRStageLighting_AudioLink_Laser li) + { + // Undo.RecordObject(light, "Undo Apply Changes"); + // PrefabUtility.RecordPrefabInstancePropertyModifications(light); + + var so = new SerializedObject(laser); + so.FindProperty("enableAudioLink").boolValue = P_enableAudioLink; + so.FindProperty("band").intValue = P_band; + so.FindProperty("delay").intValue = P_delay; + so.FindProperty("bandMultiplier").floatValue = P_bandMultiplier; + so.FindProperty("enableColorChord").boolValue = P_enableColorChord; + so.FindProperty("globalIntensity").floatValue = P_globalIntensity; + so.FindProperty("finalIntensity").floatValue = P_finalIntensity; + so.FindProperty("lightColorTint").colorValue = P_lightColorTint; + so.FindProperty("enableColorTextureSampling").boolValue = P_enableColorTextureSampling; + so.FindProperty("textureSamplingCoordinates").vector2Value = P_textureSamplingCoordinates; + + so.FindProperty("coneXRotation").floatValue = P_coneXRotation; + so.FindProperty("coneYRotation").floatValue = P_coneYRotation; + so.FindProperty("coneZRotation").floatValue = P_coneZRotation; + + so.FindProperty("coneWidth").floatValue = P_coneWidth; + so.FindProperty("coneLength").floatValue = P_coneLength; + so.FindProperty("laserCount").intValue = P_laserCount; + so.FindProperty("laserScroll").floatValue = P_laserScroll; + so.FindProperty("laserThickness").floatValue = P_laserThickness; + so.FindProperty("foldout").boolValue = foldout; + so.ApplyModifiedProperties(); + + //var soTarget = new SerializedObject(light.targetToFollow.gameObject); + + + + laser.UpdateProxy(); + laser.EnableAudioLink = Z_enableAudioLink = P_enableAudioLink; + laser.Band = Z_band = P_band; + laser.Delay = Z_delay = P_delay; + laser.BandMultiplier = Z_bandMultiplier = P_bandMultiplier; + laser.ColorChord = Z_enableColorChord = P_enableColorChord; + laser.GlobalIntensity = Z_globalIntensity = P_globalIntensity; + laser.FinalIntensity = Z_finalIntensity = P_finalIntensity; + laser.LightColorTint = Z_lightColorTint = P_lightColorTint; + laser.ColorTextureSampling = Z_enableColorTextureSampling = P_enableColorTextureSampling; + laser.TextureSamplingCoordinates = Z_textureSamplingCoordinates = P_textureSamplingCoordinates; + + laser.ConeXRotation = Z_coneXRotation = P_coneXRotation; + laser.ConeYRotation = Z_coneYRotation = P_coneYRotation; + laser.ConeZRotation = Z_coneZRotation = P_coneZRotation; + + laser.LaserCount = Z_laserCount = P_laserCount; + laser.ConeWidth = Z_coneWidth = P_coneWidth; + laser.ConeLength = Z_coneLength = P_coneLength; + laser.LaserScroll = Z_laserScroll = P_laserScroll; + laser.LaserThickness = Z_laserThickness = P_laserThickness; + laser.foldout = foldout; + laser.ApplyProxyModifications(); + } + + +} +// class AudioLinkLaserListItem +// { +// public VRStageLighting_AudioLink_Laser laser; +// public bool foldout; + +// public AudioLinkLaserListItem(VRStageLighting_AudioLink_Laser laser, bool foldout) +// { +// this.laser = laser; +// this.foldout = foldout; +// } +// } +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +class VRSL_ManagerWindow : EditorWindow { + + static uDesktopDuplication.Texture runTimeScreen; + static float panRangeOff = 180f; + static float tiltRangeOff = -180f; + public static Texture logo, github, twitter, discord; + public bool legacyFixtures; + public static string ver = "VR Stage Lighting ver:" + " 2.0"; + + public static bool hasLocalPanel, hasDepthLight; + private static VRSL_LocalUIControlPanel panel; + private static Light depthLight; + //private static Texture2D redTex, greenTex, lightRedTex, lightGreenTex; + + //private static List dmxLights = new List(); + //private static List audioLinkLights = new List(); + //private static List audioLinkLasers = new List(); + private static List dmxLights = new List(); + private static List audioLinkLights = new List(); + //private static List audioLinkLasers = new List(); + private static List sceneObjects = new List(); + private static List[] universes = new List[3]; + private static bool[] universeFold = new bool[3]; + private static bool universeFourFold; + private static bool[] bandFold = new bool[4]; + static GUIContent colorLabel; + private string[] dmxModes = new string[]{"Horizontal", "Vertical", "Legacy"}; + private string [] dmxGizmoInfo = new string[]{"None", "Channel Only", "Universe + Channel"}; + private static UnityEngine.Object controlPanelUiPrefab, directionalLightPrefab, uDesktopHorizontalPrefab, uDesktopVerticalPrefab, uDesktopLegacyPrefab, uVidHorizontalPrefab, uVidVerticalPrefab, uVidLegacyPrefab, + audioLinkPrefab, audioLinkControllerPrefab, standardAudioLinkControllerPrefab; + private static bool dmxSpawnsFoldout, audioLinkSpawnsFoldout, mainOptionsFoldout; + Vector2 dmxScrollPos, audioLinkScrollPos, mainScrollPos; + private static bool dmxHover, audioLinkHover; + static bool hasDesktopDuplication; + + private static UnityEngine.Object spotlight_h, spotlight_v, spotlight_l, spotlight_a; + private static UnityEngine.Object washlight_h, washlight_v, washlight_l, washlight_a; + private static UnityEngine.Object blinder_h, blinder_v, blinder_l, blinder_a; + private static UnityEngine.Object flasher_h, flasher_v, flasher_l, flasher_a; + private static UnityEngine.Object parlight_h, parlight_v, parlight_l, parlight_a; + private static UnityEngine.Object lightbar_h, lightbar_v, lightbar_l, lightbar_a; + private static UnityEngine.Object discoball_h, discoball_v, discoball_l, discoball_a; + private static UnityEngine.Object laser_h, laser_v, laser_l, laser_a; + // private float panRangeTarget = 90f; + // private float tiltRangeTarget = -90f; + + + [MenuItem("VRSL/Control Panel")] + static void ShowWindow() { + EditorWindow window = GetWindow(); + window.titleContent = new GUIContent("VRSL Control Panel"); + if(!Application.isPlaying) + { + sceneObjects = GetAllObjectsOnlyInScene(); + CheckForLocalPanel(); + CheckForDepthLight(); + if(hasLocalPanel) + { + if(panel.isUsingDMX) + GetDMXLights(true); + if(panel.isUsingAudioLink) + GetAudioLinkLights(true); + + } + LoadPrefabs(); + //Debug.Log("VRSL Control Panel: Initializing!"); + ApplyChangesToFixtures(true, true, false); + } + else + { + CheckForDesktopScreen(); + } + + + + window.minSize = new Vector2(925f, 700f); + // window.position = Rect.zero; + Extensions.CenterOnMainWin(window); + window.Show(); + //EditorApplication.playModeStateChanged += LogPlayModeState; + + + } + + + // static VRSL_ManagerWindow() + // { + // base. + + // } + + private static void LogPlayModeState(PlayModeStateChange state) + { + // Debug.Log(state); + if(state == PlayModeStateChange.EnteredPlayMode) + { + CheckForDesktopScreen(); + } + + } + + static void CheckForDesktopScreen() + { + // if(sceneObjects != null) + // { + // return; + // } + sceneObjects = GetAllObjectsOnlyInScene(); + foreach(GameObject go in sceneObjects) + { + runTimeScreen = go.GetComponent(); + if(runTimeScreen != null) + { + break; + } + } + if(runTimeScreen != null) + { + Debug.Log("Found uDesktopDuplication Screen!"); + hasDesktopDuplication = true; + } + else + { + Debug.Log("Could not find uDesktopDuplication Screen!"); + hasDesktopDuplication = false; + } + } + + static bool LoadPrefabs() + { + bool result = true; + string controlPanelPath = "Assets/VR-Stage-Lighting/Prefabs/VRSL-LocalUIControlPanel.prefab"; + string directionalLightPath = "Assets/VR-Stage-Lighting/Prefabs/Directional Light (For Depth).prefab"; + string udeskHorizontalPath = "Assets/VR-Stage-Lighting/Prefabs/DMX/Horizontal Mode/DMX Reader Screens/VRSL-DMX-uDesktopDuplicationReaderScreen-Horizontal.prefab"; + string udeskVerticalPath = "Assets/VR-Stage-Lighting/Prefabs/DMX/Vertical Mode/DMX Reader Screens/VRSL-DMX-uDesktopDuplicationReaderScreen-Vertical.prefab"; + string udeskLegacyPath = "Assets/VR-Stage-Lighting/Prefabs/DMX/Legacy Mode/DMX Reader Screens/VRSL-DMX-uDesktopDuplicationReader-Legacy.prefab"; + string vidHorizontalPath = "Assets/VR-Stage-Lighting/Prefabs/DMX/Horizontal Mode/DMX Reader Screens/VRSL-DMX-USharpVideoReaderScreen-Horizontal.prefab"; + string vidVerticalPath = "Assets/VR-Stage-Lighting/Prefabs/DMX/Vertical Mode/DMX Reader Screens/VRSL-DMX-USharpVideoReaderScreen-Vertical.prefab"; + string vidLegacyPath = "Assets/VR-Stage-Lighting/Prefabs/DMX/Legacy Mode/DMX Reader Screens/VRSL-DMX-USharpVideoReaderScreen-Legacy.prefab"; + string audioLinkPath = "Assets/AudioLink/Audiolink.prefab"; + string audioLinkControllerPath = "Assets/VR-Stage-Lighting/Prefabs/AudioLink/VRSL-AudioLinkControllerWithSmoothing/AudioLinkController-WithVRSLSmoothing.prefab"; + string standardAudioLinkControllerPath = "Assets/AudioLink/AudioLinkController.prefab"; + controlPanelUiPrefab = AssetDatabase.LoadAssetAtPath(controlPanelPath, typeof(GameObject)); + directionalLightPrefab = AssetDatabase.LoadAssetAtPath(directionalLightPath, typeof(GameObject)); + uDesktopHorizontalPrefab = AssetDatabase.LoadAssetAtPath(udeskHorizontalPath, typeof(GameObject)); + uDesktopVerticalPrefab = AssetDatabase.LoadAssetAtPath(udeskVerticalPath, typeof(GameObject)); + uDesktopLegacyPrefab = AssetDatabase.LoadAssetAtPath(udeskLegacyPath, typeof(GameObject)); + uVidHorizontalPrefab = AssetDatabase.LoadAssetAtPath(vidHorizontalPath, typeof(GameObject)); + uVidVerticalPrefab = AssetDatabase.LoadAssetAtPath(vidVerticalPath, typeof(GameObject)); + uVidLegacyPrefab = AssetDatabase.LoadAssetAtPath(vidLegacyPath, typeof(GameObject)); + audioLinkPrefab = AssetDatabase.LoadAssetAtPath(audioLinkPath, typeof(GameObject)); + audioLinkControllerPrefab = AssetDatabase.LoadAssetAtPath(audioLinkControllerPath, typeof(GameObject)); + standardAudioLinkControllerPrefab = AssetDatabase.LoadAssetAtPath(standardAudioLinkControllerPath, typeof(GameObject)); + if(controlPanelUiPrefab == null) + { + Debug.LogError("VRSL Control Panel: Failed to load " + controlPanelPath); + result = false; + } + if(directionalLightPrefab == null) + { + Debug.LogError("VRSL Control Panel: Failed to load " + directionalLightPath); + result = false; + } + if(uDesktopHorizontalPrefab == null) + { + Debug.LogError("VRSL Control Panel: Failed to load " + udeskHorizontalPath); + result = false; + } + if(uDesktopVerticalPrefab == null) + { + Debug.LogError("VRSL Control Panel: Failed to load " + udeskVerticalPath); + result = false; + } + if(uDesktopLegacyPrefab == null) + { + Debug.LogError("VRSL Control Panel: Failed to load " + udeskLegacyPath); + result = false; + } + if(uVidHorizontalPrefab == null) + { + Debug.LogError("VRSL Control Panel: Failed to load " + vidHorizontalPath); + result = false; + } + if(uVidVerticalPrefab == null) + { + Debug.LogError("VRSL Control Panel: Failed to load " + vidVerticalPath); + result = false; + } + if(uVidLegacyPrefab == null) + { + Debug.LogError("VRSL Control Panel: Failed to load " + vidLegacyPath); + result = false; + } + if(audioLinkPrefab == null) + { + Debug.LogError("VRSL Control Panel: Failed to load " + audioLinkPath); + result = false; + } + if(audioLinkControllerPrefab == null) + { + Debug.LogError("VRSL Control Panel: Failed to load " + audioLinkControllerPath); + result = false; + } + if(standardAudioLinkControllerPrefab == null) + { + Debug.LogError("VRSL Control Panel: Failed to load " + standardAudioLinkControllerPath); + result = false; + } + return result; + } + + + private static void CheckForLocalPanel() + { + hasLocalPanel = false; + panel = null; + colorLabel = new GUIContent(); + colorLabel.text = "Emission Color"; + // List sceneObjects = GetAllObjectsOnlyInScene(); + foreach (GameObject go in sceneObjects) + { + // if(go.name = "") + panel = go.GetUdonSharpComponent(); + if(panel != null) + { + hasLocalPanel = true; + break; + } + } + return; + } + + private static void CheckForDepthLight() + { + hasDepthLight = false; + depthLight = null; + // List sceneObjects = GetAllObjectsOnlyInScene(); + foreach (GameObject go in sceneObjects) + { + if(go.GetComponent() != null) + { + depthLight = go.GetComponent(); + if(depthLight.type == LightType.Directional && depthLight.shadows != LightShadows.None) + { + hasDepthLight = true; + break; + } + else + { + depthLight = null; + } + } + } + + } + + private static void GetDMXLights(bool updateBools) + { + if(updateBools) + { + dmxLights.Clear(); + foreach(GameObject go in sceneObjects) + { + VRStageLighting_DMX_Static lightScript = go.GetUdonSharpComponent(); + if(lightScript != null) + { + //dmxLights.Add(go.GetUdonSharpComponent()); + dmxLights.Add( + new DMXListItem(lightScript, lightScript.foldout) + ); + + } + } + dmxLights.Sort((x, y) => x.light._GetDMXChannel().CompareTo(y.light._GetDMXChannel())); + } + else + { + dmxLights.Sort((x, y) => x.light._GetDMXChannel().CompareTo(y.light._GetDMXChannel())); + } + for(int i = 0; i < universes.Length; i++) + { + universes[i] = new List(); + foreach(DMXListItem fixture in dmxLights) + { + if(fixture.light._GetUniverse() == i+1) + { + universes[i].Add(fixture); + } + } + } + } + private static void GetAudioLinkLights(bool updateBools) + { + if(updateBools) + { + audioLinkLights.Clear(); + foreach(GameObject go in sceneObjects) + { + VRStageLighting_AudioLink_Static audioScript = go.GetUdonSharpComponent(); + if(audioScript != null) + { + audioLinkLights.Add( + new AudioLinkListItem(audioScript, audioScript.foldout) + ); + continue; + } + VRStageLighting_AudioLink_Laser laserScript = go.GetUdonSharpComponent(); + if(laserScript != null) + { + audioLinkLights.Add( + new AudioLinkListItem(laserScript, laserScript.foldout) + ); + continue; + } + } + } + //GetAudioLinkLasers(updateBools); + } + // private static void GetAudioLinkLasers(bool updateBools) + // { + // if(updateBools) + // { + // audioLinkLasers.Clear(); + // foreach(GameObject go in sceneObjects) + // { + // VRStageLighting_AudioLink_Laser laserScript = go.GetUdonSharpComponent(); + // if(laserScript != null) + // { + // audioLinkLasers.Add( + // new AudioLinkLaserListItem(laserScript, false) + // ); + // } + // } + // } + // } + + static List GetAllObjectsOnlyInScene() + { + List objectsInScene = new List(); + + foreach (GameObject go in Resources.FindObjectsOfTypeAll(typeof(GameObject)) as GameObject[]) + { + if (!EditorUtility.IsPersistent(go.transform.root.gameObject) && !(go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave)) + objectsInScene.Add(go); + } + + return objectsInScene; + } + + private static void LoadLogo() + { + logo = Resources.Load("VRStageLighting-Logo") as Texture; + github = Resources.Load("github-logo") as Texture; + discord = Resources.Load("discord-logo") as Texture; + twitter = Resources.Load("twitter-logo") as Texture; + // redTex = Resources.Load("redTex") as Texture2D; + // lightRedTex = Resources.Load("light_redTex") as Texture2D; + // greenTex = Resources.Load("greenTex") as Texture2D; + // lightGreenTex = Resources.Load("light_greenTex") as Texture2D; + } + private static void DrawLogo() + { + ///GUILayout.BeginArea(new Rect(0,0, Screen.width, Screen.height)); + // GUILayout.FlexibleSpace(); + //GUI.DrawTexture(pos,logo,ScaleMode.ScaleToFit); + //EditorGUI.DrawPreviewTexture(new Rect(0,0,400,150), logo);. + float size = 30f; + float space = 15f; + float outx = 10f; + // EditorGUILayout.Space(10f); + // Color oldColor = GUI.backgroundColor; + LoadLogo(); + // GUI.backgroundColor = Color.black; + // Vector2 contentOffset = new Vector2(0f, -2f); + // GUIStyle style = new GUIStyle(); + // style.fixedHeight = 100; + + // style.contentOffset = contentOffset; + // style.alignment = TextAnchor.MiddleCenter; + + // var rect = GUILayoutUtility.GetRect(300f, 90f, style); + // GUILayout.BeginArea(rect, logo); + EditorGUILayout.BeginHorizontal(); + GUILayout.Space(outx); + EditorGUILayout.BeginVertical(); + // GUILayout.FlexibleSpace(); + GUILayout.Space(space); + if(GUILayout.Button(new GUIContent(discord, "Join the VRSL Discord!"), GUILayout.MaxWidth(size), GUILayout.MaxHeight(size))) + { + Application.OpenURL("http://vrsl.dev"); + } + //GUILayout.FlexibleSpace(); + EditorGUILayout.EndVertical(); + EditorGUILayout.BeginVertical(); + GUILayout.Space(space); + if(GUILayout.Button(new GUIContent(twitter, "Follow AcChosen on Twitter for all the latest VRSL updates!"), GUILayout.MaxWidth(size), GUILayout.MaxHeight(size))) + { + Application.OpenURL("https://twitter.com/ac_chosen"); + } + EditorGUILayout.EndVertical(); + EditorGUILayout.BeginVertical(); + GUILayout.Space(space); + if(GUILayout.Button(new GUIContent(github, "Visit the official VRSL GitHub Repository"), GUILayout.MaxWidth(size), GUILayout.MaxHeight(size))) + { + Application.OpenURL("https://github.com/AcChosen/VR-Stage-Lighting"); + } + EditorGUILayout.EndVertical(); + GUILayout.FlexibleSpace(); + //GUILayout.Space(200f); + Color oldColor = GUI.backgroundColor; + LoadLogo(); + GUI.backgroundColor = Color.black; + Vector2 contentOffset = new Vector2(0f, -2f); + GUIStyle style = new GUIStyle(); + style.fixedHeight = 100; + + style.contentOffset = contentOffset; + //style.alignment = TextAnchor.MiddleCenter; + + var rect = GUILayoutUtility.GetRect(200f, 90f, style); + + GUI.Box(rect, logo,style); + GUI.backgroundColor = oldColor; + GUILayout.Space(45f + outx); + GUILayout.FlexibleSpace(); + //GUILayout.EndArea(); + EditorGUILayout.EndHorizontal(); + + // Color oldColor = GUI.backgroundColor; + // LoadLogo(); + // GUI.backgroundColor = Color.black; + // Vector2 contentOffset = new Vector2(0f, -2f); + // GUIStyle style = new GUIStyle(); + // style.fixedHeight = 100; + + // style.contentOffset = contentOffset; + // style.alignment = TextAnchor.MiddleCenter; + + // var rect = GUILayoutUtility.GetRect(300f, 90f, style); + + // GUI.Box(rect, logo,style); + // GUI.backgroundColor = oldColor; + + //GUILayout.Label(logo); + // GUILayout.FlexibleSpace(); + //GUILayout.EndArea(); + } + private static Rect DrawShurikenCenteredTitle(string title, Vector2 contentOffset, int HeaderHeight) + { + var style = new GUIStyle("ShurikenModuleTitle"); + style.font = new GUIStyle(EditorStyles.boldLabel).font; + style.border = new RectOffset(15, 7, 4, 4); + style.fontSize = 14; + style.fixedHeight = HeaderHeight; + style.contentOffset = contentOffset; + style.alignment = TextAnchor.MiddleCenter; + var rect = GUILayoutUtility.GetRect(16f, HeaderHeight, style); + + GUI.Box(rect, title, style); + return rect; + } + public static void ShurikenHeaderCentered(string title) + { + DrawShurikenCenteredTitle(title, new Vector2(0f, -2f), 22); + } + public static GUIStyle SectionLabel() + { + GUIStyle g = new GUIStyle(); + g.fontSize = 15; + g.fontStyle = FontStyle.Bold; + g.normal.textColor = Color.white; + g.alignment = TextAnchor.MiddleCenter; + return g; + } + static GUIStyle SecLabel() + { + GUIStyle g = new GUIStyle(); + g.fontSize = 15; + g.fontStyle = FontStyle.Italic; + g.normal.textColor = Color.white; + g.alignment = TextAnchor.MiddleCenter; + return g; + } + public static GUIStyle WarningLabel() + { + GUIStyle g = new GUIStyle(); + g.fontSize = 16; + g.fontStyle = FontStyle.Italic; + g.normal.textColor = Color.white; + g.alignment = TextAnchor.MiddleCenter; + g.wordWrap = true; + return g; + } + public static GUIStyle BigButton() + { + GUIStyle g = new GUIStyle("Button"); + g.fixedHeight = 26; + g.fontSize = 17; + return g; + } + public static GUIStyle HalfButton() + { + GUIStyle g = new GUIStyle("Button"); + g.fixedHeight = 20; + g.fontSize = 12; + return g; + } + public static GUIStyle NormalButton() + { + GUIStyle g = new GUIStyle("Button"); + g.fixedHeight = 21; + g.fontSize = 14; + g.richText = true; + return g; + } + public static GUIStyle NormalButtonToggle(bool enabled, bool isHover) + { + GUIStyle g = new GUIStyle("Button"); + g.fixedHeight = 21; + g.fontSize = 14; + g.richText = true; + //bool isHover = false; + + + if(enabled) + { + if(isHover){ + GUI.backgroundColor = new Color(0.55f, 0.25f, 1f, 1f); + } + else{ + GUI.backgroundColor = new Color(0.45f, 0.25f, 0.75f, 1f); + } + // g.normal.background = greenTex; + // g.hover.background = lightGreenTex; + } + else + { + if(isHover){ + GUI.backgroundColor = new Color(0.75f, 0.25f, 0.3f, 1f); + } + else{ + GUI.backgroundColor = new Color(0.5f, 0.25f, 0.2f, 1f); + } + // g.normal.background = redTex; + // g.hover.background = lightRedTex; + } + return g; + } + + public static GUIStyle Title1() + { + GUIStyle g = new GUIStyle(); + g.fontSize = 26; + g.fixedHeight = 45; + //g.fontStyle = FontStyle.Bold; + g.normal.textColor = Color.white; + g.alignment = TextAnchor.MiddleCenter; + return g; + } + public static GUIStyle Title2() + { + GUIStyle g = new GUIStyle(); + g.fontSize = 24; + g.fixedHeight = 35; + //g.fontStyle = FontStyle.Bold; + g.normal.textColor = Color.white; + g.alignment = TextAnchor.MiddleCenter; + return g; + } + public static GUIStyle Title3() + { + GUIStyle g = new GUIStyle(EditorStyles.label); + g.fontSize = 12; + // g.fixedHeight = 35; + // g.fontStyle = FontStyle.Italic; + g.normal.textColor = Color.white; + g.alignment = TextAnchor.MiddleCenter; + return g; + } + public static GUIStyle Title1Foldout() + { + GUIStyle g = new GUIStyle(EditorStyles.foldoutHeader); + g.fontSize = 20; + // g.fontStyle = FontStyle.Bold; + // g.normal.textColor = Color.white; + g.alignment = TextAnchor.MiddleCenter; + g.fixedHeight = 45; + g.fontStyle = FontStyle.Bold; + g.stretchWidth = true; + + return g; + } + public static GUIStyle Title2Foldout() + { + GUIStyle g = new GUIStyle(EditorStyles.foldoutHeader); + g.fontSize = 14; + //g.fontStyle = FontStyle.Italic; + //g.normal.textColor = Color.white; + g.alignment = TextAnchor.MiddleCenter; + g.fixedHeight = 20; + //g.fontStyle = FontStyle.Bold; + g.stretchWidth = true; + + return g; + } + public static GUIStyle SelectionFoldout() + { + GUIStyle g = new GUIStyle(EditorStyles.foldoutHeader); + g.fontSize = 13; + g.fixedHeight = 30; + g.alignment = TextAnchor.MiddleLeft; + g.fontStyle = FontStyle.Normal; + g.richText = true; + g.stretchWidth = true; + return g; + } + + static void SetRangeButton(float range, bool isPan) + { + if(GUILayout.Button(Label(range.ToString(), "Set the field to " + range.ToString() + "°!"), GUILayout.MaxWidth(50f))) + { + //target.UpdateProxy(); + if(isPan) + { + //target.panRangeTarget = range; + panRangeOff = range; + } + else + { + //target.tiltRangeTarget = range; + tiltRangeOff = range; + } + //target.ApplyProxyModifications(); + } + } + + + void OnEnable() + { + EditorApplication.hierarchyChanged += HierarchyChanged; + EditorApplication.playModeStateChanged += LogPlayModeState; + SceneView.duringSceneGui += this.OnSceneGUI; + } + void OnDisable( ) + { + EditorApplication.hierarchyChanged -= HierarchyChanged; + EditorApplication.playModeStateChanged -= LogPlayModeState; + if((panel != null)) + { + if(panel.fixtureGizmos == 0) + SceneView.duringSceneGui -= this.OnSceneGUI; + } + } + private void HierarchyChanged() + { + ResetItems(true); + } + static void ResetItems(bool updateBools) + { + sceneObjects = GetAllObjectsOnlyInScene(); + CheckForLocalPanel(); + CheckForDepthLight(); + if(hasLocalPanel) + { + if(panel.isUsingDMX) + GetDMXLights(updateBools); + if(panel.isUsingAudioLink) + GetAudioLinkLights(updateBools); + } + } + + static void MassApplyPTRange(bool isPan) + { + for(int i = 0; i < universes.Length; i++) + { + if(universes[i] == null) + { + continue; + } + foreach(DMXListItem fixture in universes[i]) + { + if(fixture == null) + { + continue; + } + if(fixture.light == null) + { + continue; + } + if(isPan) + { + fixture.P_maxMinPan = panRangeOff; + } + else + { + fixture.P_maxMinTilt = tiltRangeOff; + } + + } + } + + } + + private static void SpawnPrefabWithUndo(UnityEngine.Object obj, string undoMessage) + { + GameObject instance = (GameObject) PrefabUtility.InstantiatePrefab(obj as GameObject); + Undo.RegisterCreatedObjectUndo (instance, undoMessage); + Selection.SetActiveObjectWithContext(instance, null); + } + + private static void ApplyChangesToFixtures(bool acceptChanges, bool initialize, bool closeMenus) + { + if(hasLocalPanel) + { + foreach(DMXListItem fixture in dmxLights) + { + if(!initialize) + { + if(acceptChanges) + { + fixture.ApplyChanges(); + + } + else + { + fixture.ResetChanges(closeMenus); + } + } + fixture.light._SetProps(); + if(Application.isPlaying) + { + fixture.light._UpdateInstancedProperties(); + } + else + { + fixture.light._UpdateInstancedPropertiesSansDMX(); + } + } + foreach(AudioLinkListItem fixture in audioLinkLights) + { + if(fixture.isLaser) + { + if(!initialize) + { + if(acceptChanges) + { + fixture.ApplyChanges(fixture.laser); + + } + else + { + fixture.ResetChanges(fixture.laser, closeMenus); + } + } + fixture.laser._SetProps(); + if(Application.isPlaying) + { + fixture.laser._UpdateInstancedProperties(); + } + else + { + fixture.laser._UpdateInstancedPropertiesSansAudioLink(); + } + } + else + { + if(!initialize) + { + if(acceptChanges) + { + fixture.ApplyChanges(fixture.light); + + } + else + { + fixture.ResetChanges(fixture.light, closeMenus); + } + } + fixture.light._SetProps(); + if(Application.isPlaying) + { + fixture.light._UpdateInstancedProperties(); + } + else + { + fixture.light._UpdateInstancedPropertiesSansAudioLink(); + } + } + } + // foreach(AudioLinkLaserListItem fixture in audioLinkLasers) + // { + // fixture.laser._SetProps(); + // if(Application.isPlaying) + // { + // fixture.laser._UpdateInstancedProperties(); + // } + // else + // { + // fixture.laser._UpdateInstancedPropertiesSansAudioLink(); + // } + // } + } + } + + static GUIContent Label(string label, string tooltip) + { + return new GUIContent(label, tooltip); + } + + static String ToggleText(bool enable, string text) + { + if(enable) + { + return text + ": ENABLED"; + } + else + { + return text + ": DISABLED"; + } + } + void GuiLine( int i_height = 1 ) + + { + //GUIStyle g = GUIStyle.none; + //g.fixedHeight = 6; + Rect rect = EditorGUILayout.GetControlRect(false, i_height); + + rect.height = i_height; + + EditorGUI.DrawRect(rect, new Color ( 0.5f,0.5f,0.5f, 1 ) ); + + } + + + private void DrawProperties(SerializedProperty prop, bool drawChildren ) + { + string lastPropPath = string.Empty; + foreach(SerializedProperty p in prop) + { + if(p.isArray && p.propertyType == SerializedPropertyType.Generic) + { + EditorGUI.indentLevel++; + DrawProperties(p, drawChildren); + EditorGUI.indentLevel--; + } + else + { + if( !string.IsNullOrEmpty(lastPropPath) && p.propertyPath.Contains(lastPropPath)) + { + continue; + } + lastPropPath = p.propertyPath; + EditorGUILayout.PropertyField(p, drawChildren); + } + } + } + + private bool LoadFixturePrefabs(int a) + { + bool loadSuccessful = true; + + string horizontalpath = "Assets/VR-Stage-Lighting/Prefabs/DMX/Horizontal Mode/"; + string verticalpath = "Assets/VR-Stage-Lighting/Prefabs/DMX/Vertical Mode/"; + string legacypath = "Assets/VR-Stage-Lighting/Prefabs/DMX/Legacy Mode/"; + string audiopath = "Assets/VR-Stage-Lighting/Prefabs/AudioLink/"; + + string spot_h_path = horizontalpath + "VRSL-DMX-Mover-Spotlight-H-13CH.prefab"; + string spot_v_path = verticalpath + "VRSL-DMX-Mover-Spotlight-V-13CH.prefab"; + string spot_l_path = legacypath + "VRSL-DMX-Mover-Spotlight-L-13CH.prefab"; + string spot_a_path = audiopath + "VRSL-AudioLink-Mover-Spotlight.prefab"; + + string wash_h_path = horizontalpath + "VRSL-DMX-Mover-WashLight-H-13CH.prefab"; + string wash_v_path = verticalpath + "VRSL-DMX-Mover-WashLight-V-13CH.prefab"; + string wash_l_path = legacypath + "VRSL-DMX-Mover-WashLight-L-13CH.prefab"; + string wash_a_path = audiopath + "VRSL-AudioLink-Mover-Washlight.prefab"; + string blind_h_path, blind_v_path, blind_l_path, blind_a_path; + string par_h_path, par_v_path, par_l_path, par_a_path; + string bar_h_path, bar_v_path, bar_l_path, bar_a_path; + if(legacyFixtures) + { + blind_h_path = horizontalpath + "VRSL-DMX-Static-Blinder-H-13CH.prefab"; + blind_v_path = verticalpath + "VRSL-DMX-Static-Blinder-V-13CH.prefab"; + blind_l_path = legacypath + "VRSL-DMX-Static-Blinder-L-13CH.prefab"; + blind_a_path = audiopath + "VRSL-AudioLink-Static-Blinder.prefab"; + + par_h_path = horizontalpath + "VRSL-DMX-Static-ParLight-H-13CH.prefab"; + par_v_path = verticalpath + "VRSL-DMX-Static-ParLight-V-13CH.prefab"; + par_l_path = legacypath + "VRSL-DMX-Static-ParLight-L-13CH.prefab"; + par_a_path = audiopath + "VRSL-AudioLink-Static-ParLight.prefab"; + + bar_h_path = horizontalpath + "VRSL-DMX-Static-LightBar-H-13CH.prefab"; + bar_v_path = verticalpath + "VRSL-DMX-Static-LightBar-V-13CH.prefab"; + bar_l_path = legacypath + "VRSL-DMX-Static-LightBar-L-13CH.prefab"; + bar_a_path = audiopath + "VRSL-AudioLink-Static-Lightbar.prefab"; + } + else + { + blind_h_path = horizontalpath + "5-Channel Statics/" + "VRSL-DMX-Static-Blinder-H-5CH.prefab"; + blind_v_path = verticalpath + "5-Channel Statics/" + "VRSL-DMX-Static-Blinder-V-5CH.prefab"; + blind_l_path = legacypath + "VRSL-DMX-Static-Blinder-L-13CH.prefab"; + blind_a_path = audiopath + "VRSL-AudioLink-Static-Blinder.prefab"; + + par_h_path = horizontalpath + "5-Channel Statics/" + "VRSL-DMX-Static-ParLight-H-5CH.prefab"; + par_v_path = verticalpath + "5-Channel Statics/" + "VRSL-DMX-Static-ParLight-V-5CH.prefab"; + par_l_path = legacypath + "VRSL-DMX-Static-ParLight-L-13CH.prefab"; + par_a_path = audiopath + "VRSL-AudioLink-Static-ParLight.prefab"; + + bar_h_path = horizontalpath + "5-Channel Statics/" + "VRSL-DMX-Static-LightBar-H-5CH.prefab"; + bar_v_path = verticalpath + "5-Channel Statics/" + "VRSL-DMX-Static-LightBar-V-5CH.prefab"; + bar_l_path = legacypath + "VRSL-DMX-Static-LightBar-L-13CH.prefab"; + bar_a_path = audiopath + "VRSL-AudioLink-Static-Lightbar.prefab"; + + } + + string flash_h_path = horizontalpath + "VRSL-DMX-Static-Flasher-H-1CH.prefab"; + string flash_v_path = verticalpath + "VRSL-DMX-Static-Flasher-V-1CH.prefab"; + string flash_l_path = legacypath + "VRSL-DMX-Static-Flasher-L-1CH.prefab"; + string flash_a_path = audiopath + "VRSL-AudioLink-Static-Flasher.prefab"; + + string disco_h_path = horizontalpath + "VRSL-DMX-Static-DiscoBall-H-1CH.prefab"; + string disco_v_path = verticalpath + "VRSL-DMX-Static-DiscoBall-V-1CH.prefab"; + string disco_l_path = legacypath + "VRSL-DMX-Static-DiscoBall-L-1CH.prefab"; + string disco_a_path = audiopath + "VRSL-AudioLink-DiscoBall.prefab"; + + string laser_h_path = horizontalpath + "VRSL-DMX-Static-Laser-H-13CH.prefab"; + string laser_v_path = verticalpath + "VRSL-DMX-Static-Laser-V-13CH.prefab"; + string laser_l_path = legacypath + "VRSL-DMX-Static-Laser-L-13CH.prefab"; + string laser_a_path = audiopath + "VRSL-AudioLink-BasicLaser.prefab"; + + + switch(a) + { + //horizontal + case 0: + try{ + spotlight_h = AssetDatabase.LoadAssetAtPath(spot_h_path, typeof(GameObject)); + washlight_h = AssetDatabase.LoadAssetAtPath(wash_h_path, typeof(GameObject)); + blinder_h = AssetDatabase.LoadAssetAtPath(blind_h_path, typeof(GameObject)); + flasher_h = AssetDatabase.LoadAssetAtPath(flash_h_path, typeof(GameObject)); + parlight_h = AssetDatabase.LoadAssetAtPath(par_h_path, typeof(GameObject)); + lightbar_h = AssetDatabase.LoadAssetAtPath(bar_h_path, typeof(GameObject)); + discoball_h = AssetDatabase.LoadAssetAtPath(disco_h_path, typeof(GameObject)); + laser_h = AssetDatabase.LoadAssetAtPath(laser_h_path, typeof(GameObject)); + } + catch(Exception e) + { + loadSuccessful = false; + Debug.Log("Could not load fixture prefab!"); + e.ToString(); + } + break; + //vertical + case 1: + try{ + spotlight_v = AssetDatabase.LoadAssetAtPath(spot_v_path, typeof(GameObject)); + washlight_v = AssetDatabase.LoadAssetAtPath(wash_v_path, typeof(GameObject)); + blinder_v = AssetDatabase.LoadAssetAtPath(blind_v_path, typeof(GameObject)); + flasher_v = AssetDatabase.LoadAssetAtPath(flash_v_path, typeof(GameObject)); + parlight_v = AssetDatabase.LoadAssetAtPath(par_v_path, typeof(GameObject)); + lightbar_v = AssetDatabase.LoadAssetAtPath(bar_v_path, typeof(GameObject)); + discoball_v = AssetDatabase.LoadAssetAtPath(disco_v_path, typeof(GameObject)); + laser_v = AssetDatabase.LoadAssetAtPath(laser_v_path, typeof(GameObject)); + } + catch(Exception e) + { + loadSuccessful = false; + Debug.Log("Could not load fixture prefab!"); + e.ToString(); + } + break; + //legacy + case 2: + try{ + spotlight_l = AssetDatabase.LoadAssetAtPath(spot_l_path, typeof(GameObject)); + washlight_l = AssetDatabase.LoadAssetAtPath(wash_l_path, typeof(GameObject)); + blinder_l = AssetDatabase.LoadAssetAtPath(blind_l_path, typeof(GameObject)); + flasher_l = AssetDatabase.LoadAssetAtPath(flash_l_path, typeof(GameObject)); + parlight_l = AssetDatabase.LoadAssetAtPath(par_l_path, typeof(GameObject)); + lightbar_l = AssetDatabase.LoadAssetAtPath(bar_l_path, typeof(GameObject)); + discoball_l = AssetDatabase.LoadAssetAtPath(disco_l_path, typeof(GameObject)); + laser_l = AssetDatabase.LoadAssetAtPath(laser_l_path, typeof(GameObject)); + } + catch(Exception e) + { + loadSuccessful = false; + Debug.Log("Could not load fixture prefab!"); + e.ToString(); + } + break; + //audiolink + case 3: + try{ + spotlight_a = AssetDatabase.LoadAssetAtPath(spot_a_path, typeof(GameObject)); + washlight_a = AssetDatabase.LoadAssetAtPath(wash_a_path, typeof(GameObject)); + blinder_a = AssetDatabase.LoadAssetAtPath(blind_a_path, typeof(GameObject)); + flasher_a = AssetDatabase.LoadAssetAtPath(flash_a_path, typeof(GameObject)); + parlight_a = AssetDatabase.LoadAssetAtPath(par_a_path, typeof(GameObject)); + lightbar_a = AssetDatabase.LoadAssetAtPath(bar_a_path, typeof(GameObject)); + discoball_a = AssetDatabase.LoadAssetAtPath(disco_a_path, typeof(GameObject)); + laser_a = AssetDatabase.LoadAssetAtPath(laser_a_path, typeof(GameObject)); + } + catch(Exception e) + { + loadSuccessful = false; + Debug.Log("Could not load fixture prefab!"); + e.ToString(); + } + break; + default: + break; + } + return loadSuccessful; + } + + void OnGUI() { + DrawLogo(); + ShurikenHeaderCentered(ver); + GUILayout.Label("Control Panel",Title1()); + + if(Application.isPlaying) + { + //CheckForDesktopScreen(); + GUILayout.Label("Control Panel Disabled while Editor is playing!", WarningLabel()); + GUILayout.Space(10f); + EditorGUILayout.BeginVertical("box"); + if(hasDesktopDuplication && runTimeScreen !=null) + { + GUILayout.Label("Scene Desktop Duplication Screen.", SectionLabel()); + //CreateEditor(runTimeScreen, typeof(Editor).Assembly.GetType("UnityEditor.RectTransformEditor")).OnInspectorGUI(); + var monitor = runTimeScreen.monitor; + //SerializedObject obj = new SerializedObject(monitor); + var id = EditorGUILayout.Popup("Monitor", monitor.id, uDesktopDuplication.Manager.monitors.Select(x => x.name).ToArray()); + if (id != monitor.id) { runTimeScreen.monitorId = id; } + //obj.Update(); + //SerializedProperty prop = obj.FindProperty("monitor"); + //EditorGUILayout.PropertyField(prop, true); + //obj.ApplyModifiedProperties(); + + // DrawProperties(prop, true); + } + EditorGUILayout.EndVertical(); + return; + } + + + + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + EditorGUI.BeginDisabledGroup(true); + if(hasLocalPanel) + { + EditorGUILayout.ObjectField(Label("Current Local UI Panel", "The Current VRSL Control Panel in the scene. This is where most of the settings for your VRSL enabled scene will be stored."),panel, panel.GetType(), true); + } + if(hasDepthLight) + { + EditorGUILayout.ObjectField(Label("Current Depth Light", "The main depth enabled directioanl light in the scene. This ensures that the PC quality lighting effects are working properly."),depthLight, depthLight.GetType(), true); + } + EditorGUI.EndDisabledGroup(); + mainScrollPos = EditorGUILayout.BeginScrollView(mainScrollPos, false, false); + if(!hasDepthLight) + { + EditorGUILayout.BeginVertical(); + GUILayout.Label("Please ensure the ''Directional Light (For Depth)'' object is in your scene to ensure your lights work properly!", WarningLabel()); + if(GUILayout.Button(Label("Spawn Depth Light Prefab!", "Spawn the VRSL depth light prefab! A directional light that emits no light/shadows, but still enables the camera's depth texture for the scene."))) + { + Debug.Log("VRSL Control Panel: Spawning Depth Light Prefab..."); + if(LoadPrefabs()) + SpawnPrefabWithUndo(directionalLightPrefab, "Spawn Directional Light"); + //Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(directionalLightPrefab as GameObject) ,null); + Repaint(); + } + EditorGUILayout.EndVertical(); + } + if(hasLocalPanel && panel != null) + { + EditorGUILayout.BeginVertical("box"); + EditorGUI.BeginDisabledGroup(!panel.isUsingDMX); + var so = new SerializedObject(panel); + so.FindProperty("DMXMode").intValue = EditorGUILayout.Popup(Label("DMX Grid Mode", "Choose what grid type textures should be enabled for DMX mode. Unused textures will be disabled to save editor performance!"),panel.DMXMode, dmxModes); + so.FindProperty("fixtureGizmos").intValue = EditorGUILayout.Popup(Label("Show DMX Info In Scene", "Display DMX Channel and/or Universe information above each fixture in the scene view!"), panel.fixtureGizmos, dmxGizmoInfo); + so.ApplyModifiedProperties(); + EditorGUI.EndDisabledGroup(); + EditorGUILayout.EndVertical(); + legacyFixtures = so.FindProperty("useLegacyStaticLights").boolValue; + + string o = mainOptionsFoldout ? "Hide Options" : "Show Options"; + mainOptionsFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(mainOptionsFoldout,Label(o, "Show/Hide Global VRSL Settings and Prefab Spawners.")); + EditorGUILayout.EndFoldoutHeaderGroup(); + if(mainOptionsFoldout) + { + EditorGUILayout.BeginVertical("box"); + EditorGUI.BeginDisabledGroup(!panel.isUsingDMX); + + + EditorGUILayout.BeginHorizontal("box"); + var soptr = new SerializedObject(panel); + soptr.FindProperty("panRangeTarget").floatValue = EditorGUILayout.FloatField(Label("DMX Target Pan Range", "Field to enter in the pan range to apply to all fixtures"), panRangeOff, GUILayout.MaxWidth(200f)); + SetRangeButton(-90f, true); + SetRangeButton(90f, true); + SetRangeButton(180f, true); + SetRangeButton(360f, true); + SetRangeButton(540f, true); + if(GUILayout.Button(Label("Apply To All Fixtures (Pan)", "Click to apply the displayed pan range to all fixtures in the scene!"), GUILayout.MaxWidth(170f))) + { + MassApplyPTRange(true); + Debug.Log("VRSL Control Panel: Updating Tilt Range of All Fixtures and Applying Changes!"); + ApplyChangesToFixtures(true, false, false); + ResetItems(false); + Repaint(); + } + EditorGUILayout.EndHorizontal(); + EditorGUILayout.BeginHorizontal("box"); + soptr.FindProperty("tiltRangeTarget").floatValue = EditorGUILayout.FloatField(Label("DMX Target Tilt Range", "Field to enter in the tilt range to apply to all fixtures"), tiltRangeOff, GUILayout.MaxWidth(200f)); + SetRangeButton(90f, false); + SetRangeButton(-90f, false); + SetRangeButton(-180f, false); + SetRangeButton(-250f, false); + SetRangeButton(-270f, false); + if(GUILayout.Button(Label("Apply To All Fixtures (Tilt)", "Click to apply the displayed tilt range to all fixtures in the scene!"), GUILayout.MaxWidth(170f))) + { + MassApplyPTRange(false); + Debug.Log("VRSL Control Panel: Updating Tilt Range of All Fixtures and Applying Changes!"); + ApplyChangesToFixtures(true, false, false); + ResetItems(false); + Repaint(); + } + + EditorGUILayout.EndHorizontal(); + + + EditorGUI.EndDisabledGroup(); + EditorGUILayout.EndVertical(); + //EditorGUILayout.Space(); + + //GuiLine(); + //GUILayout.Label("Prefab Spawn List", Title2()); + panel.UpdateProxy(); + panel.DMXMode = so.FindProperty("DMXMode").intValue; + panel.fixtureGizmos = so.FindProperty("fixtureGizmos").intValue; + panel.ApplyProxyModifications(); + EditorGUILayout.BeginHorizontal("box"); + + + //EditorGUILayout.Space(); + string t = "Show DMX Prefab Spawn Buttons"; + if(dmxSpawnsFoldout) + t = "Hide DMX Prefab Spawn Buttons"; + EditorGUILayout.BeginVertical("box", GUILayout.MaxWidth(((position.width/2f)-30f))); + dmxSpawnsFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(dmxSpawnsFoldout,Label(t, "Show/Hide DMX Prefab Spawn Buttons!"), Title2Foldout()); + + if(dmxSpawnsFoldout) + { + + GUILayout.Label("DMX Reader Screens (Desktop To Editor)", Title3()); + + EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth((position.width/2f))); + if(GUILayout.Button(Label("Horizontal", "Spawn the horizontal version of the uDesktop DMX Reader screen! Use send your DMX stream directly to the Unity Editor!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning Horizontal Desktop to Editor DMX Screen..."); + if(LoadPrefabs()) + SpawnPrefabWithUndo(uDesktopHorizontalPrefab, "Spawn Desktop To Editor Screen"); + //Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uDesktopHorizontalPrefab as GameObject), null); + Repaint(); + } + if(GUILayout.Button(Label("Vertical", "Spawn the vertical version of the uDesktop DMX Reader screen! Use send your DMX stream directly to the Unity Editor!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning Vertical Desktop to Editor DMX Screen..."); + if(LoadPrefabs()) + SpawnPrefabWithUndo(uDesktopVerticalPrefab, "Spawn Desktop To Editor Screen"); + //Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uDesktopVerticalPrefab as GameObject), null); + Repaint(); + } + if(GUILayout.Button(Label("Legacy", "Spawn the legacy version of the uDesktop DMX Reader screen! Use send your DMX stream directly to the Unity Editor!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning Legacy Desktop to Editor DMX Screen..."); + if(LoadPrefabs()) + SpawnPrefabWithUndo(uDesktopLegacyPrefab, "Spawn Desktop To Editor Screen"); + //Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uDesktopLegacyPrefab as GameObject), null); + Repaint(); + } + EditorGUILayout.EndHorizontal(); + // EditorGUILayout.EndVertical(); + GUILayout.Label("DMX Reader Screens (USharp Video Player)", Title3()); + //EditorGUILayout.BeginVertical("box"); + + EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth((position.width/2f))); + if(GUILayout.Button(Label("Horizontal", "Spawn the horizontal version of the USharp Video Player DMX Reader Screen. Use this video player prefab to stream DMX data to VRChat via Twitch/VRCDN! You can replace the video player in this prefab with any other video player you want as long as the screen gets duplicated to the larger plane!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning Horizontal Usharp Video DMX Screen..."); + if(LoadPrefabs()) + SpawnPrefabWithUndo(uVidHorizontalPrefab, "Spawn Usharp Video DMX Screen"); + //Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uVidHorizontalPrefab as GameObject), null); + Repaint(); + } + if(GUILayout.Button(Label("Vertical", "Spawn the vertical version of the USharp Video Player DMX Reader Screen. Use this video player prefab to stream DMX data to VRChat via Twitch/VRCDN! You can replace the video player in this prefab with any other video player you want as long as the screen gets duplicated to the larger plane!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning Vertical Usharp Video DMX Screen..."); + if(LoadPrefabs()) + SpawnPrefabWithUndo(uVidVerticalPrefab, "Spawn Usharp Video DMX Screen"); + //Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uVidVerticalPrefab as GameObject), null); + Repaint(); + } + if(GUILayout.Button(Label("Legacy", "Spawn the legacy version of the USharp Video Player DMX Reader Screen. Use this video player prefab to stream DMX data to VRChat via Twitch/VRCDN! You can replace the video player in this prefab with any other video player you want as long as the screen gets duplicated to the larger plane!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning Legacy Usharp Video DMX Screen..."); + if(LoadPrefabs()) + SpawnPrefabWithUndo(uVidLegacyPrefab, "Spawn Usharp Video DMX Screen"); + //Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uVidLegacyPrefab as GameObject), null); + Repaint(); + } + EditorGUILayout.EndHorizontal(); + string fp = ""; + switch(panel.DMXMode) + { + case 0: + fp = "Horizontal"; + break; + case 1: + fp = "Vertical"; + break; + case 2: + fp = "Legacy"; + break; + default: + break; + } + //EditorGUILayout.BeginHorizontal(); + GUILayout.Label("Fixture Prefabs: " + fp, Title3()); + //EditorGUILayout.EndHorizontal(); + EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth((position.width/2f))); + int mode = panel.DMXMode; + + string legacyfixString = legacyFixtures || mode == 2 ? "(13CH)" : "(5CH)"; + + + if(GUILayout.Button(Label("SpotLight (13CH)", "Spawn the " + fp + " version of the DMX Spotlight prefab!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning DMX " + fp + " Spotlight Prefab..."); + if(LoadFixturePrefabs(mode)) + { + try{ + switch(mode) + { + case 0: + SpawnPrefabWithUndo(spotlight_h, "Spawn Horizontal Spotlight"); + break; + case 1: + SpawnPrefabWithUndo(spotlight_v, "Spawn Vertical Spotlight"); + break; + case 2: + SpawnPrefabWithUndo(spotlight_l, "Spawn Legacy Spotlight"); + break; + default: + break; + } + } + catch(Exception e) + { + Debug.Log("VRSL Control Panel: DMX Fixture Prefab Spawn Failed!"); + e.ToString(); + } + Repaint(); + } + } + if(GUILayout.Button(Label("WashLight (13CH)", "Spawn the " + fp + " version of the DMX Moving Washlight prefab!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning DMX " + fp + " Washlight Prefab..."); + if(LoadFixturePrefabs(mode)) + { + try{ + switch(mode) + { + case 0: + SpawnPrefabWithUndo(washlight_h, "Spawn Horizontal Washlight"); + break; + case 1: + SpawnPrefabWithUndo(washlight_v, "Spawn Vertical Washlight"); + break; + case 2: + SpawnPrefabWithUndo(washlight_l, "Spawn Legacy Washlight"); + break; + default: + break; + } + } + catch(Exception e) + { + Debug.Log("VRSL Control Panel: DMX Fixture Prefab Spawn Failed!"); + e.ToString(); + } + Repaint(); + } + } + if(GUILayout.Button(Label("Blinder " + legacyfixString, "Spawn the " + fp + " version of the DMX Blinder prefab!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning DMX " + fp + " Blinder Prefab..."); + if(LoadFixturePrefabs(mode)) + { + try{ + switch(mode) + { + case 0: + SpawnPrefabWithUndo(blinder_h, "Spawn Horizontal Blinder"); + break; + case 1: + SpawnPrefabWithUndo(blinder_v, "Spawn Vertical Blinder"); + break; + case 2: + SpawnPrefabWithUndo(blinder_l, "Spawn Legacy Blinder"); + break; + default: + break; + } + } + catch(Exception e) + { + Debug.Log("VRSL Control Panel: DMX Fixture Prefab Spawn Failed!"); + e.ToString(); + } + Repaint(); + } + } + if(GUILayout.Button(Label("Flasher (1CH)", "Spawn the " + fp + " version of the DMX Flasher prefab!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning DMX " + fp + " Flasher Prefab..."); + if(LoadFixturePrefabs(mode)) + { + try{ + switch(mode) + { + case 0: + SpawnPrefabWithUndo(flasher_h, "Spawn Horizontal Flasher"); + break; + case 1: + SpawnPrefabWithUndo(flasher_v, "Spawn Vertical Flasher"); + break; + case 2: + SpawnPrefabWithUndo(flasher_l, "Spawn Legacy Flasher"); + break; + default: + break; + } + } + catch(Exception e) + { + Debug.Log("VRSL Control Panel: DMX Fixture Prefab Spawn Failed!"); + e.ToString(); + } + Repaint(); + } + } + EditorGUILayout.EndHorizontal(); + EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth((position.width/2f))); + if(GUILayout.Button(Label("ParLight " + legacyfixString, "Spawn the " + fp + " version of the DMX Parlight prefab!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning DMX " + fp + " Parlight Prefab..."); + if(LoadFixturePrefabs(mode)) + { + try{ + switch(mode) + { + case 0: + SpawnPrefabWithUndo(parlight_h, "Spawn Horizontal Parlight"); + break; + case 1: + SpawnPrefabWithUndo(parlight_v, "Spawn Vertical Parlight"); + break; + case 2: + SpawnPrefabWithUndo(parlight_l, "Spawn Legacy Parlight"); + break; + default: + break; + } + } + catch(Exception e) + { + Debug.Log("VRSL Control Panel: DMX Fixture Prefab Spawn Failed!"); + e.ToString(); + } + Repaint(); + } + } + if(GUILayout.Button(Label("LightBar " + legacyfixString, "Spawn the " + fp + " version of the DMX LightBar prefab!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning DMX " + fp + " LightBar Prefab..."); + if(LoadFixturePrefabs(mode)) + { + try{ + switch(mode) + { + case 0: + SpawnPrefabWithUndo(lightbar_h, "Spawn Horizontal LightBar"); + break; + case 1: + SpawnPrefabWithUndo(lightbar_v, "Spawn Vertical LightBar"); + break; + case 2: + SpawnPrefabWithUndo(lightbar_l, "Spawn Legacy LightBar"); + break; + default: + break; + } + } + catch(Exception e) + { + Debug.Log("VRSL Control Panel: DMX Fixture Prefab Spawn Failed!"); + e.ToString(); + } + Repaint(); + } + } + if(GUILayout.Button(Label("Discoball (1CH)", "Spawn the " + fp + " version of the DMX Discoball prefab!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning DMX " + fp + " Discoball Prefab..."); + if(LoadFixturePrefabs(mode)) + { + try{ + switch(mode) + { + case 0: + SpawnPrefabWithUndo(discoball_h, "Spawn Horizontal Discoball"); + break; + case 1: + SpawnPrefabWithUndo(discoball_v, "Spawn Vertical Discoball"); + break; + case 2: + SpawnPrefabWithUndo(discoball_l, "Spawn Legacy Discoball"); + break; + default: + break; + } + } + catch(Exception e) + { + Debug.Log("VRSL Control Panel: DMX Fixture Prefab Spawn Failed!"); + e.ToString(); + } + Repaint(); + } + } + if(GUILayout.Button(Label("Laser (13CH)", "Spawn the " + fp + " version of the DMX Basic Laser prefab!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning DMX " + fp + " Laser Prefab..."); + if(LoadFixturePrefabs(mode)) + { + try{ + switch(mode) + { + case 0: + SpawnPrefabWithUndo(laser_h, "Spawn Horizontal Laser"); + break; + case 1: + SpawnPrefabWithUndo(laser_v, "Spawn Vertical Laser"); + break; + case 2: + SpawnPrefabWithUndo(laser_l, "Spawn Legacy Laser"); + break; + default: + break; + } + } + catch(Exception e) + { + Debug.Log("VRSL Control Panel: DMX Fixture Prefab Spawn Failed!"); + e.ToString(); + } + Repaint(); + } + } + + EditorGUILayout.EndHorizontal(); + // panel.useLegacyStaticLights = so.FindProperty("useLegacyStaticLights").boolValue; + // panel.useLegacyStaticLights = EditorGUILayout.Toggle("Use Legacy Static Lights", panel.useLegacyStaticLights); + soptr.FindProperty("useLegacyStaticLights").boolValue = EditorGUILayout.ToggleLeft("Use Old 13 Channel Static Lights (Not Recommended)", panel.useLegacyStaticLights); + soptr.ApplyModifiedProperties(); + panel.UpdateProxy(); + panel.panRangeTarget = soptr.FindProperty("panRangeTarget").floatValue; + panel.tiltRangeTarget = soptr.FindProperty("tiltRangeTarget").floatValue; + panel.useLegacyStaticLights = soptr.FindProperty("useLegacyStaticLights").boolValue; + panel.ApplyProxyModifications(); + + + } + EditorGUILayout.EndFoldoutHeaderGroup(); + EditorGUILayout.EndVertical(); + //EditorGUILayout.Space(); + string a = "Show AudioLink Prefab Spawn Buttons"; + if(audioLinkSpawnsFoldout) + a = "Hide AudioLink Prefab Spawn Buttons"; + EditorGUILayout.BeginVertical("box", GUILayout.MaxWidth((position.width/2))); + audioLinkSpawnsFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(audioLinkSpawnsFoldout,Label(a, "Show/Hide AudioLink Prefab Spawn Buttons!"), Title2Foldout()); + if(audioLinkSpawnsFoldout) + { + GUILayout.Label("AudioLink Prefabs", Title3()); + + if(GUILayout.Button(Label("Spawn Standard AudioLink Prefab", "Spawn the standard AudioLink prefab that comes with AudioLink."), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning Standard AudioLink Prefab..."); + if(LoadPrefabs()) + SpawnPrefabWithUndo(audioLinkPrefab, "Spawn AudioLink Prefab"); + //Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(audioLinkPrefab as GameObject), null); + Repaint(); + } + + GUILayout.Label("Controller Prefabs", Title3()); + EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth((position.width/2f))); + if(GUILayout.Button(Label("Spawn Standard AudioLink Controller", "Spawn the standard AudioLink Controller Prefab that comes with AudioLink."), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning VRSL AudioLink Controller Prefab..."); + if(LoadPrefabs()) + SpawnPrefabWithUndo(standardAudioLinkControllerPrefab, "Spawn AudioLink Controller"); + Repaint(); + } + + if(GUILayout.Button(Label("Spawn VRSL AudioLink Controller", "Spawn the VRS version of the AudioLink Controller Prefab. This version has extra smoothing sliders to smooth out the pulsing from AudioLink for the lights."), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning VRSL AudioLink Controller Prefab..."); + if(LoadPrefabs()) + SpawnPrefabWithUndo(audioLinkControllerPrefab, "Spawn VRSL AudioLink Controller"); + //Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(audioLinkControllerPrefab as GameObject), null); + Repaint(); + } + + EditorGUILayout.EndHorizontal(); + GUILayout.Label("Fixture Prefabs: ", Title3()); + EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth((position.width/2f))); + if(GUILayout.Button(Label("SpotLight", "Spawn the AudioLink version of the VRSL Spotlight prefab!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning AudioLink Spolight Prefab..."); + if(LoadFixturePrefabs(3)) + { + try + { + SpawnPrefabWithUndo(spotlight_a, "Spawn AudioLink Spotlight"); + } + catch(Exception e) + { + Debug.Log("VRSL Control Panel: DMX Fixture Prefab Spawn Failed!"); + e.ToString(); + } + Repaint(); + } + } + if(GUILayout.Button(Label("WashLight", "Spawn the AudioLink version of the VRSL WashLight prefab!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning AudioLink Washlight Prefab..."); + if(LoadFixturePrefabs(3)) + { + try + { + SpawnPrefabWithUndo(washlight_a, "Spawn AudioLink Washlight"); + } + catch(Exception e) + { + Debug.Log("VRSL Control Panel: DMX Fixture Prefab Spawn Failed!"); + e.ToString(); + } + Repaint(); + } + } + if(GUILayout.Button(Label("Blinder", "Spawn the AudioLink version of the VRSL Blinder prefab!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning AudioLink Blinder Prefab..."); + if(LoadFixturePrefabs(3)) + { + try + { + SpawnPrefabWithUndo(blinder_a, "Spawn AudioLink Blinder"); + } + catch(Exception e) + { + Debug.Log("VRSL Control Panel: DMX Fixture Prefab Spawn Failed!"); + e.ToString(); + } + Repaint(); + } + } + if(GUILayout.Button(Label("Flasher", "Spawn the AudioLink version of the VRSL Flasher prefab!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning AudioLink Flasher Prefab..."); + if(LoadFixturePrefabs(3)) + { + try + { + SpawnPrefabWithUndo(flasher_a, "Spawn AudioLink Flasher"); + } + catch(Exception e) + { + Debug.Log("VRSL Control Panel: DMX Fixture Prefab Spawn Failed!"); + e.ToString(); + } + Repaint(); + } + } + EditorGUILayout.EndHorizontal(); + EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth((position.width/2f))); + if(GUILayout.Button(Label("ParLight", "Spawn the AudioLink version of the VRSL ParLight prefab!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning AudioLink Parlight Prefab..."); + if(LoadFixturePrefabs(3)) + { + try + { + SpawnPrefabWithUndo(parlight_a, "Spawn AudioLink Parlight"); + } + catch(Exception e) + { + Debug.Log("VRSL Control Panel: DMX Fixture Prefab Spawn Failed!"); + e.ToString(); + } + Repaint(); + } + } + if(GUILayout.Button(Label("LightBar", "Spawn the AudioLink version of the VRSL LightBar prefab!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning AudioLink LightBar Prefab..."); + if(LoadFixturePrefabs(3)) + { + try + { + SpawnPrefabWithUndo(lightbar_a, "Spawn AudioLink LightBar"); + } + catch(Exception e) + { + Debug.Log("VRSL Control Panel: DMX Fixture Prefab Spawn Failed!"); + e.ToString(); + } + Repaint(); + } + } + if(GUILayout.Button(Label("Discoball" ,"Spawn the AudioLink version of the VRSL Discoball prefab!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning AudioLink Discoball Prefab..."); + if(LoadFixturePrefabs(3)) + { + try + { + SpawnPrefabWithUndo(discoball_a, "Spawn AudioLink Discoball"); + } + catch(Exception e) + { + Debug.Log("VRSL Control Panel: DMX Fixture Prefab Spawn Failed!"); + e.ToString(); + } + Repaint(); + } + } + if(GUILayout.Button(Label("Laser", "Spawn the AudioLink version of the VRSL Basic Laser prefab!"), HalfButton())) + { + Debug.Log("VRSL Control Panel: Spawning AudioLink Laser Prefab..."); + if(LoadFixturePrefabs(3)) + { + try + { + SpawnPrefabWithUndo(laser_a, "Spawn AudioLink Laser"); + } + catch(Exception e) + { + Debug.Log("VRSL Control Panel: DMX Fixture Prefab Spawn Failed!"); + e.ToString(); + } + Repaint(); + } + } + EditorGUILayout.EndHorizontal(); + + } + EditorGUILayout.EndFoldoutHeaderGroup(); + EditorGUILayout.EndVertical(); + EditorGUILayout.EndHorizontal(); + EditorGUILayout.Space(); + + + // EditorGUI.BeginDisabledGroup(!panel.isUsingDMX); + + //EditorGUI.EndDisabledGroup(); + + + + + + //EditorGUILayout + + } + } + + + if(hasLocalPanel && panel != null) + { + GuiLine(); + GUILayout.Label("Fixture List", Title2()); + EditorGUILayout.Space(5f); + if(GUILayout.Button(Label("Apply Changes", "Apply all changes in the fixture list to all affected fixtures in the scene!"), BigButton())) + { + + Debug.Log("VRSL Control Panel: Applying Changes!"); + ApplyChangesToFixtures(true, false, false); + ResetItems(false); + Repaint(); + } + if(GUILayout.Button(Label("Discard Changes", "Discard all changes in the fixture list to all affected fixtures in the scene!"), NormalButton())) + { + Debug.Log("VRSL Control Panel: Discarding Changes!"); + ApplyChangesToFixtures(false, false, false); + ResetItems(false); + Repaint(); + } + GUILayout.BeginHorizontal(); + + var so = new SerializedObject(panel); + +//////////////////////////////////////////////////////////////////////// + Color bg = GUI.backgroundColor; + GUIContent dmxRectText = new GUIContent(ToggleText(panel.isUsingDMX,"DMX"), "Enable/Disable DMX mode from this scene. This will disable all corresponding DMX render textures and prevent them from updating at runtime."); + Rect dmxRect = GUILayoutUtility.GetRect(dmxRectText, NormalButtonToggle(panel.isUsingDMX, dmxHover)); + if (Event.current.type == EventType.Repaint && dmxRect.Contains(Event.current.mousePosition)) + { + dmxHover = true; + } + else + { + dmxHover = false; + } + so.FindProperty("isUsingDMX").boolValue = GUI.Toggle(dmxRect, panel.isUsingDMX, dmxRectText, NormalButtonToggle(panel.isUsingDMX, dmxHover)); + //so.FindProperty("isUsingDMX").boolValue = GUILayout.Toggle(panel.isUsingDMX, ToggleText(panel.isUsingDMX,"DMX"), NormalButtonToggle(panel.isUsingDMX, dmxHover)); + + GUIContent audioRectText = new GUIContent(ToggleText(panel.isUsingAudioLink,"AUDIOLINK"), "Enable/Disable AudioLink MOde from this scene. This will diable all corresponding AudioLink render textures and prevent them from updating at runtime."); + Rect audioRect = GUILayoutUtility.GetRect(audioRectText, NormalButtonToggle(panel.isUsingAudioLink, audioLinkHover)); + if (Event.current.type == EventType.Repaint && audioRect.Contains(Event.current.mousePosition)) + { + audioLinkHover = true; + } + else + { + audioLinkHover = false; + } + so.FindProperty("isUsingAudioLink").boolValue = GUI.Toggle(audioRect, panel.isUsingAudioLink, audioRectText, NormalButtonToggle(panel.isUsingAudioLink, audioLinkHover)); + //so.FindProperty("isUsingAudioLink").boolValue = GUILayout.Toggle(panel.isUsingAudioLink, ToggleText(panel.isUsingAudioLink,"AUDIOLINK"), NormalButtonToggle(panel.isUsingAudioLink, audioLinkHover)); + + GUI.backgroundColor = bg; +///////////////////////////////////////////////////////////////////////////////// + + + + so.ApplyModifiedProperties(); + panel.UpdateProxy(); + panel.isUsingDMX = so.FindProperty("isUsingDMX").boolValue; + panel.isUsingAudioLink = so.FindProperty("isUsingAudioLink").boolValue; + panel.ApplyProxyModifications(); + GUILayout.EndHorizontal(); + GUILayout.BeginHorizontal(); + float sectionWidth = position.width /2; + dmxScrollPos = EditorGUILayout.BeginScrollView(dmxScrollPos, true, true, GUILayout.MaxWidth((sectionWidth))); + if(panel.isUsingDMX) + { + + for(int i = 0; i < universes.Length; i++) + { + // if(i == 0) + // GUILayout.Space(3.0f); + // GUILayout.Space(15.0f); + //GUILayout.Label("Universe " + (i + 1), Title1()); + universeFold[i] = EditorGUILayout.BeginFoldoutHeaderGroup(universeFold[i], Label("Universe " + (i + 1), "Show/Hide all fixtures in in DMX Universe " + (i+1)), Title1Foldout()); + EditorGUILayout.EndFoldoutHeaderGroup(); + GuiLine(); + //EditorGUILayout.BeginHorizontal(); + //EditorGUILayout.Space(); + // EditorGUILayout.BeginVertical(); + if(universeFold[i]) + { + //if(i == 0) + // EditorGUILayout.BeginHorizontal(); + // EditorGUILayout.Space(); + // EditorGUILayout.BeginVertical(); + if(universes[i] == null) + { + continue; + } + foreach(DMXListItem fixture in universes[i]) + { + //bool showPosition = false; + + //GUILayout.Space(2.0f); + EditorGUILayout.BeginHorizontal(); + GUILayout.Space(15f); + fixture.foldout = EditorGUILayout.BeginFoldoutHeaderGroup(fixture.foldout,"Channel: " + fixture.light._GetDMXChannel() + " \n" + fixture.light.name, SelectionFoldout()); + EditorGUILayout.EndHorizontal(); + // EditorGUILayout.Foldout(dmxBoolList[dmxLights.IndexOf(light)],"U: " + light._GetUniverse() + " CH: " + light._GetDMXChannel() + " " + light.name, FoldOutStyle()); + if(fixture.foldout) + { + EditorGUILayout.BeginVertical("box"); + // fixture.light.UpdateProxy(); + // GUILayout.Label("U: " + light._GetUniverse() + " CH: " + light._GetDMXChannel() + " " + light.name, SectionLabel()); + GUILayout.Space(8.0f); + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.ObjectField("Selected Fixture",fixture.light, fixture.light.GetType(), true, GUILayout.MaxWidth(sectionWidth -10)); + EditorGUI.EndDisabledGroup(); + + + GUILayout.Space(15.0f); + GUILayout.Label("DMX Settings", SecLabel()); + GUILayout.Space(8.0f); + fixture.P_enableDMXChannels = EditorGUILayout.Toggle("Enable DMX", fixture.P_enableDMXChannels); + fixture.P_useLegacySectorMode = EditorGUILayout.Toggle("Legacy Sector Mode",fixture.P_useLegacySectorMode); + if(fixture.P_useLegacySectorMode) + { + fixture.P_sector = EditorGUILayout.IntField("Sector", fixture.P_sector, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_singleChannelMode = EditorGUILayout.Toggle("Single Channel Mode",fixture.P_singleChannelMode); + if(fixture.P_singleChannelMode) + { + fixture.P_Channel = EditorGUILayout.IntSlider("Single Channel CH",fixture.P_Channel, 0, 12, GUILayout.MaxWidth(sectionWidth - 10)); + } + } + else + { + fixture.P_dmxChannel = EditorGUILayout.IntSlider("DMX Channel",fixture.P_dmxChannel, 1, 512, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_dmxUniverse = EditorGUILayout.IntSlider("Universe",fixture.P_dmxUniverse, 1, 3, GUILayout.MaxWidth(sectionWidth - 10)); + } + fixture.P_legacyGoboRange = EditorGUILayout.Toggle("Legacy Gobo Range",fixture.P_legacyGoboRange); + GUILayout.Space(4.0f); + + GUILayout.Space(4.0f); + GUILayout.Label("General Settings", SecLabel()); + GUILayout.Space(8.0f); + fixture.P_globalIntensity = EditorGUILayout.Slider("Global Intensity",fixture.P_globalIntensity, 0f, 1f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_finalIntensity = EditorGUILayout.Slider("Final Intensity",fixture.P_finalIntensity, 0f, 1f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_lightColorTint = EditorGUILayout.ColorField(colorLabel,fixture.P_lightColorTint, true,true,true, GUILayout.MaxWidth(sectionWidth - 10)); + GUILayout.Space(4.0f); + GUILayout.Label("Movement Settings", SecLabel()); + GUILayout.Space(8.0f); + fixture.P_invertPan = EditorGUILayout.Toggle("Invert Pan", fixture.P_invertPan); + fixture.P_invertTilt = EditorGUILayout.Toggle("Invert Tilt", fixture.P_invertTilt); + fixture.P_isUpsideDown = EditorGUILayout.Toggle("Is Upside Down?", fixture.P_isUpsideDown); + fixture.P_maxMinPan = EditorGUILayout.FloatField("Max/Min Pan Range", fixture.P_maxMinPan); + fixture.P_maxMinTilt = EditorGUILayout.FloatField("Max/Min Tilt Range", fixture.P_maxMinTilt); + GUILayout.Space(4.0f); + GUILayout.Space(4.0f); + GUILayout.Label("Fixture Settings", SecLabel()); + GUILayout.Space(8.0f); + fixture.P_enableAutoSpin = EditorGUILayout.Toggle("Projection Spin", fixture.P_enableAutoSpin); + fixture.P_enableStrobe = EditorGUILayout.Toggle("Strobe Function", fixture.P_enableStrobe); + fixture.P_tiltOffsetBlue = EditorGUILayout.Slider("Tilt Offset",fixture.P_tiltOffsetBlue, 0f, 360f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_panOffsetBlueGreen = EditorGUILayout.Slider("Pan Offset",fixture.P_panOffsetBlueGreen, 0f, 360f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_selectGOBO = EditorGUILayout.IntSlider("GOBO Selection",fixture.P_selectGOBO, 1, 8, GUILayout.MaxWidth(sectionWidth - 10)); + GUILayout.Space(4.0f); + GUILayout.Space(4.0f); + GUILayout.Label("Mesh Settings", SecLabel()); + GUILayout.Space(8.0f); + fixture.P_coneWidth = EditorGUILayout.Slider("Cone Width",fixture.P_coneWidth, 0f, 5.5f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_coneLength = EditorGUILayout.Slider("Cone Length",fixture.P_coneLength, 0.5f, 10.0f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_maxConeLength = EditorGUILayout.Slider("Max Cone Length",fixture.P_maxConeLength, 0.275f, 10.0f, GUILayout.MaxWidth(sectionWidth - 10)); + GUILayout.Space(15.0f); + + EditorGUILayout.EndVertical(); + // fixture.light.ApplyProxyModifications(); + } + + GuiLine(); + EditorGUILayout.EndFoldoutHeaderGroup(); + + //GUILayout.Space(2.0f); + + } + // EditorGUILayout.EndVertical(); + // EditorGUILayout.EndHorizontal(); + + } + // EditorGUILayout.EndVertical(); + // EditorGUILayout.EndHorizontal(); + } + universeFourFold = EditorGUILayout.BeginFoldoutHeaderGroup(universeFourFold, Label("Universe 4 (Experimental)", "DMX Universe 4 is an experimental universe used for testing out the new DMX via Audio Amplitude feature. Any Audio Amplitude based scripts will appear here."), Title1Foldout()); + GuiLine(); + EditorGUILayout.EndFoldoutHeaderGroup(); + } + EditorGUILayout.EndScrollView(); + audioLinkScrollPos = EditorGUILayout.BeginScrollView(audioLinkScrollPos, true, true,GUILayout.MaxWidth((position.width / 2) + 25f)); + if(panel.isUsingAudioLink) + { + + for(int i = 0; i < 4 ; i++) + { + string b = ""; + switch(i) + { + case 0: + b = "(Bass)"; + break; + case 1: + b = "(Low Mids)"; + break; + case 2: + b = "(High Mids)"; + break; + case 3: + b = "(Treble)"; + break; + default: + break; + } + bandFold[i] = EditorGUILayout.BeginFoldoutHeaderGroup(bandFold[i], Label("Band " + (i) + " " + b, "Show/Hide all fixtures on AudioLink Band " + i), Title1Foldout()); + EditorGUILayout.EndFoldoutHeaderGroup(); + GuiLine(); + if(bandFold[i]){ + foreach(AudioLinkListItem fixture in audioLinkLights) + { + + if(fixture.isLaser) + { + if(fixture.laser.Band == i) + { + EditorGUILayout.BeginHorizontal(); + GUILayout.Space(15f); + fixture.foldout = EditorGUILayout.BeginFoldoutHeaderGroup(fixture.foldout, fixture.laser.name, SelectionFoldout()); + EditorGUILayout.EndHorizontal(); + if(fixture.foldout) + { + EditorGUILayout.BeginHorizontal("box"); + GUILayout.Space(30f); + + EditorGUILayout.BeginVertical(); + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.ObjectField("Band: " + fixture.laser.Band + " Delay: " + fixture.laser.Delay,fixture.laser, fixture.laser.GetType(), true, GUILayout.MaxWidth(sectionWidth - 10)); + EditorGUI.EndDisabledGroup(); + + GUILayout.Space(15.0f); + GUILayout.Label("AudioLink Settings", SecLabel()); + GUILayout.Space(8.0f); + fixture.P_enableAudioLink = EditorGUILayout.Toggle("Enable AudioLink", fixture.P_enableAudioLink); + fixture.P_band = EditorGUILayout.IntField("Band", fixture.P_band, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_delay = EditorGUILayout.IntSlider("Delay",fixture.P_delay, 0, 31, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_bandMultiplier = EditorGUILayout.Slider("Band Multiplier",fixture.P_bandMultiplier, 1f, 15f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_enableColorChord = EditorGUILayout.Toggle("Enable Color Chord", fixture.P_enableColorChord); + GUILayout.Space(8.0f); + GUILayout.Label("General Settings", SecLabel()); + GUILayout.Space(8.0f); + + fixture.P_globalIntensity = EditorGUILayout.Slider("Global Intensity",fixture.P_globalIntensity, 0f, 1f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_finalIntensity = EditorGUILayout.Slider("Final Intensity",fixture.P_finalIntensity, 0f, 1f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_lightColorTint = EditorGUILayout.ColorField(colorLabel,fixture.P_lightColorTint, true,true,true, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_enableColorTextureSampling = EditorGUILayout.Toggle("Enable Texture Sampling", fixture.P_enableColorTextureSampling); + fixture.P_textureSamplingCoordinates = EditorGUILayout.Vector2Field("Texture Sampling Coordinates", fixture.P_textureSamplingCoordinates, GUILayout.MaxWidth(sectionWidth - 10)); + GUILayout.Space(8.0f); + GUILayout.Label("Mesh Settings", SecLabel()); + GUILayout.Space(8.0f); + + fixture.P_coneWidth = EditorGUILayout.Slider("Cone Width",fixture.P_coneWidth, -3.75f, 20.0f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_coneLength = EditorGUILayout.Slider("Cone Length",fixture.P_coneLength,-0.5f, 5.0f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_coneFlatness = EditorGUILayout.Slider("Cone Flatness",fixture.P_coneFlatness, 0.0f, 1.999f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_coneXRotation = EditorGUILayout.Slider("Cone X Rotation",fixture.P_coneXRotation, -90.0f, 90.0f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_coneYRotation = EditorGUILayout.Slider("Cone Y Rotation",fixture.P_coneYRotation, -90.0f, 90.0f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_coneZRotation = EditorGUILayout.Slider("Cone Z Rotation",fixture.P_coneZRotation, -90.0f, 90.0f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_laserCount = EditorGUILayout.IntSlider("Laser Count",fixture.P_laserCount, 4, 68, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_laserThickness = EditorGUILayout.Slider("Laser Thickness",fixture.P_laserThickness, 0.003f, 0.25f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_laserScroll = EditorGUILayout.Slider("Laser Scroll",fixture.P_laserScroll, -1.0f, 1.0f, GUILayout.MaxWidth(sectionWidth - 10)); + + + + GUILayout.Space(15.0f); + EditorGUILayout.EndVertical(); + EditorGUILayout.EndHorizontal(); + } + GuiLine(); + EditorGUILayout.EndFoldoutHeaderGroup(); + } + } + else + { + if(fixture.light.Band == i) + { + EditorGUILayout.BeginHorizontal(); + GUILayout.Space(15f); + fixture.foldout = EditorGUILayout.BeginFoldoutHeaderGroup(fixture.foldout, fixture.light.name, SelectionFoldout()); + EditorGUILayout.EndHorizontal(); + if(fixture.foldout) + { + EditorGUILayout.BeginHorizontal(); + GUILayout.Space(30f); + + EditorGUILayout.BeginVertical("box"); + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.ObjectField("Band: " + fixture.light.Band + " Delay: " + fixture.light.Delay,fixture.light, fixture.light.GetType(), true, GUILayout.MaxWidth(sectionWidth - 10)); + EditorGUI.EndDisabledGroup(); + + GUILayout.Space(15.0f); + GUILayout.Label("AudioLink Settings", SecLabel()); + GUILayout.Space(8.0f); + fixture.P_enableAudioLink = EditorGUILayout.Toggle("Enable AudioLink", fixture.P_enableAudioLink); + fixture.P_band = EditorGUILayout.IntField("Band", fixture.P_band, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_delay = EditorGUILayout.IntSlider("Delay",fixture.P_delay, 0, 31, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_bandMultiplier = EditorGUILayout.Slider("Band Multiplier",fixture.P_bandMultiplier, 1f, 15f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_enableColorChord = EditorGUILayout.Toggle("Enable Color Chord", fixture.P_enableColorChord); + GUILayout.Space(8.0f); + GUILayout.Label("General Settings", SecLabel()); + GUILayout.Space(8.0f); + + fixture.P_globalIntensity = EditorGUILayout.Slider("Global Intensity",fixture.P_globalIntensity, 0f, 1f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_finalIntensity = EditorGUILayout.Slider("Final Intensity",fixture.P_finalIntensity, 0f, 1f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_lightColorTint = EditorGUILayout.ColorField(colorLabel,fixture.P_lightColorTint, true,true,true, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_enableColorTextureSampling = EditorGUILayout.Toggle("Enable Texture Sampling", fixture.P_enableColorTextureSampling); + fixture.P_textureSamplingCoordinates = EditorGUILayout.Vector2Field("Texture Sampling Coordinates", fixture.P_textureSamplingCoordinates, GUILayout.MaxWidth(sectionWidth - 10)); + GUILayout.Space(8.0f); + GUILayout.Label("Movement Settings", SecLabel()); + GUILayout.Space(8.0f); + fixture.P_targetToFollow = EditorGUILayout.ObjectField("Target To Follow", fixture.P_targetToFollow, typeof(Transform), true, GUILayout.MaxWidth(sectionWidth - 10)) as Transform; + GUILayout.Space(8.0f); + GUILayout.Label("Fixture Settings", SecLabel()); + GUILayout.Space(8.0f); + fixture.P_spinSpeed = EditorGUILayout.Slider("Spin Speed",fixture.P_spinSpeed, -10f, 10f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_enableAutoSpin = EditorGUILayout.Toggle("Enable Auto Spin", fixture.P_enableAutoSpin); + fixture.P_selectGOBO = EditorGUILayout.IntSlider("Select GOBO",fixture.P_selectGOBO, 1, 8, GUILayout.MaxWidth(sectionWidth - 10)); + + GUILayout.Space(8.0f); + GUILayout.Label("Mesh Settings", SecLabel()); + GUILayout.Space(8.0f); + + fixture.P_coneWidth = EditorGUILayout.Slider("Cone Width",fixture.P_coneWidth, 0f, 5.5f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_coneLength = EditorGUILayout.Slider("Cone Length",fixture.P_coneLength, 0.5f, 10.0f, GUILayout.MaxWidth(sectionWidth - 10)); + fixture.P_maxConeLength = EditorGUILayout.Slider("Max Cone Length",fixture.P_maxConeLength, 0.275f, 10.0f, GUILayout.MaxWidth(sectionWidth - 10)); + + + GUILayout.Space(15.0f); + EditorGUILayout.EndVertical(); + EditorGUILayout.EndHorizontal(); + } + GuiLine(); + EditorGUILayout.EndFoldoutHeaderGroup(); + } + } + + } + } + + } + } + EditorGUILayout.EndScrollView(); + GUILayout.EndHorizontal(); + + + } + else + { + EditorGUILayout.BeginVertical(); + GUILayout.Label("Please ensure the ''VRSL-LocalUIControlPanel'' prefab is in your scene!", WarningLabel()); + if(GUILayout.Button("Spawn VRSL Local UI Control Panel Prefab!")) + { + if(controlPanelUiPrefab != null) + { + Debug.Log("VRSL Control Panel: Spawning Control Panel Prefab..."); + if(LoadPrefabs()) + SpawnPrefabWithUndo(controlPanelUiPrefab, "Spawn VRSL Control Panel"); + //Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(controlPanelUiPrefab as GameObject), null); + Repaint(); + } + // else + // { + // Debug.Log("Failed to spawn control panel, please try again..."); + // LoadPrefabs(); + // Repaint(); + // } + //Instantiate(controlPanelUiPrefab); + } + EditorGUILayout.EndVertical(); + } + EditorGUILayout.EndScrollView(); + + } + public void OnInspectorUpdate() + { + this.Repaint(); + } + + void OnDestroy() + { + if(hasLocalPanel && panel != null) + { + + // Debug.Log("VRSL Control Panel: Discarding any unsaved changes!"); + ApplyChangesToFixtures(false, false, true); + ResetItems(false); + } + } + + private GUIStyle SceneLabel() + { + GUIStyle g = new GUIStyle(EditorStyles.whiteLargeLabel); + g.fontStyle = FontStyle.Bold; + return g; + } + + + void OnSceneGUI(SceneView sceneView) + { + // Do your drawing here using Handles. + Handles.BeginGUI(); + if(hasLocalPanel && panel != null) + { + if(panel.fixtureGizmos == 1) + { + foreach(DMXListItem fixture in dmxLights) + { + try{ + if(fixture != null) + { + Vector3 pos = fixture.light.transform.position; + pos.y+= 0.1f; + pos.x -= 0.05f; + Handles.Label(pos, "CH: " + fixture.light._GetDMXChannel(), SceneLabel()); + } + } + catch(MissingReferenceException e) + { + e.ToString(); + continue; + } + } + } + else if(panel.fixtureGizmos == 2) + { + foreach(DMXListItem fixture in dmxLights) + { + try{ + if(fixture != null) + { + Vector3 pos = fixture.light.transform.position; + pos.y+= 0.1f; + pos.x -= 0.05f; + Handles.Label(pos, "U: " + fixture.light._GetUniverse() +"\n" + "CH: " + fixture.light._GetDMXChannel(), SceneLabel()); + } + } + catch(MissingReferenceException e) + { + e.ToString(); + continue; + } + } + + } + } + // Do your drawing here using GUI. + Handles.EndGUI(); + } +} +#endif \ No newline at end of file diff --git a/Scripts/Editor/VRSL_ManagerWindow.cs.meta b/Scripts/Editor/VRSL_ManagerWindow.cs.meta new file mode 100644 index 0000000..5018f83 --- /dev/null +++ b/Scripts/Editor/VRSL_ManagerWindow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 783efd4f2d400d34ea08a1f34fd4a9a5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Editor/VRSL_UdonEditor.cs b/Scripts/Editor/VRSL_UdonEditor.cs new file mode 100644 index 0000000..fa485f3 --- /dev/null +++ b/Scripts/Editor/VRSL_UdonEditor.cs @@ -0,0 +1,817 @@ +using UdonSharp; +using UnityEngine; +using VRC.SDKBase; +using VRC.Udon; +using UnityEngine.UI; +using System.Threading; + +#if !COMPILER_UDONSHARP && UNITY_EDITOR +using UnityEditor; +using UdonSharpEditor; +using UnityEngine.SceneManagement; +//using VRC.Udon; +using VRC.Udon.Common; +using VRC.Udon.Common.Interfaces; +using System.Collections.Immutable; +using System; +#endif +#if !COMPILER_UDONSHARP && UNITY_EDITOR +public class VRSL_UdonEditor : Editor +{ + public static Texture logo; + public static string ver = "VR Stage Lighting ver:" + " 2.0"; + public void OnEnable() + { + logo = Resources.Load("VRStageLighting-Logo") as Texture; + } + public static void DrawLogo() + { + ///GUILayout.BeginArea(new Rect(0,0, Screen.width, Screen.height)); + // GUILayout.FlexibleSpace(); + //GUI.DrawTexture(pos,logo,ScaleMode.ScaleToFit); + //EditorGUI.DrawPreviewTexture(new Rect(0,0,400,150), logo); + Vector2 contentOffset = new Vector2(0f, -2f); + GUIStyle style = new GUIStyle(EditorStyles.label); + style.fixedHeight = 150; + //style.fixedWidth = 300; + style.contentOffset = contentOffset; + style.alignment = TextAnchor.MiddleCenter; + var rect = GUILayoutUtility.GetRect(300f, 140f, style); + //GUILayout.Label(logo,style, GUILayout.MaxWidth(500), GUILayout.MaxHeight(200)); + GUI.Box(rect, logo,style); + //GUILayout.Label(logo); + // GUILayout.FlexibleSpace(); + //GUILayout.EndArea(); + } + private static Rect DrawShurikenCenteredTitle(string title, Vector2 contentOffset, int HeaderHeight) + { + var style = new GUIStyle("ShurikenModuleTitle"); + style.font = new GUIStyle(EditorStyles.boldLabel).font; + style.border = new RectOffset(15, 7, 4, 4); + style.fontSize = 14; + style.fixedHeight = HeaderHeight; + style.contentOffset = contentOffset; + style.alignment = TextAnchor.MiddleCenter; + var rect = GUILayoutUtility.GetRect(16f, HeaderHeight, style); + + GUI.Box(rect, title, style); + return rect; + } + public static void ShurikenHeaderCentered(string title) + { + DrawShurikenCenteredTitle(title, new Vector2(0f, -2f), 22); + } +} +#endif + +// #if !COMPILER_UDONSHARP && UNITY_EDITOR +// [CustomEditor(typeof(VRStageLighting_DMX))] +// public class VRStageLighting_DMX_Editor : VRSL_UdonEditor +// { +// public override void OnInspectorGUI() +// { +// if (UdonSharpGUI.DrawDefaultUdonSharpBehaviourHeader(target)) return; +// DrawLogo(); +// ShurikenHeaderCentered(ver); +// EditorGUILayout.Space(); +// EditorGUILayout.Space(); +// VRStageLighting_DMX fixture = (VRStageLighting_DMX) target; +// //EditorGUILayout.Space(); +// EditorGUILayout.Space(); +// EditorGUILayout.Space(); +// base.OnInspectorGUI(); +// if(GUI.changed && Application.isPlaying) +// { +// fixture._UpdateInstancedProperties(); +// } +// } +// } +// #endif + + +#if !COMPILER_UDONSHARP && UNITY_EDITOR +[CustomEditor(typeof(VRStageLighting_DMX_Static))] +public class VRStageLighting_DMX_Static_Editor : VRSL_UdonEditor +{ + GUIStyle l, I; + GUIContent colorLabel; + // SerializedProperty _globalIntensity; + public static GUIStyle SectionLabel() + { + GUIStyle g = new GUIStyle(); + g.fontSize = 15; + g.fontStyle = FontStyle.Bold; + g.normal.textColor = Color.white; + return g; + } + public static GUIStyle InfoLabel() + { + GUIStyle g = new GUIStyle(); + g.fontSize = 13; + g.fontStyle = FontStyle.Italic; + g.normal.textColor = Color.white; + return g; + } + + public new void OnEnable() + { + base.OnEnable(); + l = SectionLabel(); + I = InfoLabel(); + colorLabel = new GUIContent(); + colorLabel.text = "Emission Color"; + // _globalIntensity = serializedObject.FindProperty("globalIntensity"); + EditorApplication.hierarchyChanged += HierarchyChanged; + + } + + + void OnDisable( ) + { + EditorApplication.hierarchyChanged -= HierarchyChanged; + } + private void HierarchyChanged() + { + VRStageLighting_DMX_Static fixture = (VRStageLighting_DMX_Static)target; + UpdateSettings(fixture); + } + void UpdateSettings(VRStageLighting_DMX_Static fixture) + { + try{ + if(fixture.objRenderers.Length > 0) + { + bool isEmpty = false; + foreach(MeshRenderer rend in fixture.objRenderers) + { + if(rend == null) + { + isEmpty = true; + break; + } + } + if(!isEmpty) + { + fixture._SetProps(); + if(Application.isPlaying) + { + fixture._UpdateInstancedProperties(); + } + else + { + fixture._UpdateInstancedPropertiesSansDMX(); + } + } + } + } + catch(NullReferenceException e) + { + e.ToString(); + } + } + + public override void OnInspectorGUI() + { + serializedObject.Update(); + if (UdonSharpGUI.DrawDefaultUdonSharpBehaviourHeader(target)) return; + DrawLogo(); + ShurikenHeaderCentered(ver); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + //EditorGUILayout.Space(); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + VRStageLighting_DMX_Static fixture = (VRStageLighting_DMX_Static)target; + //EditorGUIUtility.LookLikeInspector(); + EditorGUI.BeginChangeCheck(); + //base.OnInspectorGUI(); + + //DMX SETTINGS SECTION + GUILayout.Label("DMX Settings", l); + serializedObject.FindProperty("enableDMXChannels").boolValue = EditorGUILayout.Toggle(new GUIContent("Enable DMX", + "The industry standard DMX Channel this fixture begins on. Most standard VRSL fixtures are 13 channels"), fixture.enableDMXChannels); + serializedObject.FindProperty("useLegacySectorMode").boolValue = EditorGUILayout.Toggle(new GUIContent("Enable Legacy Sector Mode", + "Enables the legacy 'Sector' based method of assigning DMX Channels. Keep this unchecked to use industry standard DMX Channels."), fixture.useLegacySectorMode); + if(fixture.useLegacySectorMode) + { + serializedObject.FindProperty("sector").intValue = EditorGUILayout.IntField(new GUIContent("Sector", + "Chooses the DMX Address to start this fixture at. A Sector in this context is every 13 Channels. I.E Sector 0 is channels 1-13, Sector 1 is channels 14-26, etc."),fixture.sector); + serializedObject.FindProperty("singleChannelMode").boolValue = EditorGUILayout.Toggle(new GUIContent("Enable Single Channel Mode", + "Enables single channel DMX mode for this fixture. This is for single channeled fixtures instead of the standard 13-channeled ones. Currently, the 'Flasher' fixture is the only single-channeled fixture at the moment"), fixture.singleChannelMode); + if(fixture.singleChannelMode) + { + serializedObject.FindProperty("Channel").intValue = EditorGUILayout.IntSlider(new GUIContent("Single Channel CH", + "Chooses the which of the 13 Channels of the current sector to sample from when single channel mode is enabled. Do not worry about this value if you are not using a single-channeled fixture."),fixture.Channel, 0, 12); + + } + } + else + { + serializedObject.FindProperty("dmxChannel").intValue = EditorGUILayout.IntSlider(new GUIContent("DMX Channel", + "The industry standard DMX Channel this fixture begins on. Most standard VRSL fixtures are 13 channels"),fixture.dmxChannel, 1, 512); + serializedObject.FindProperty("dmxUniverse").intValue = EditorGUILayout.IntSlider(new GUIContent("Universe", + "The industry standard Artnet Universe. Use this to choose which universe to read the DMX Channel from."),fixture.dmxUniverse, 1, 3); + } + EditorGUILayout.Space(); + EditorGUILayout.Space(); + GUILayout.Label(fixture._DMXChannelToString(), I); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + serializedObject.FindProperty("legacyGoboRange").boolValue = EditorGUILayout.Toggle(new GUIContent("Enable Legacy Gobo Range", + "Use Only the first 6 gobos instead of all. This is for legacy content where only 6 gobos were originally supported and the channel range was different."), fixture.legacyGoboRange); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + //GENERAL SETTINGS + GUILayout.Label("General Settings", l); + serializedObject.FindProperty("globalIntensity").floatValue = EditorGUILayout.Slider(new GUIContent("Global Intensity", + "Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity."), fixture.globalIntensity, 0.0f, 1.0f); + serializedObject.FindProperty("finalIntensity").floatValue = EditorGUILayout.Slider(new GUIContent("Final Intensity", + "Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensity, 0.0f, 1.0f); + serializedObject.FindProperty("lightColorTint").colorValue = EditorGUILayout.ColorField(colorLabel, fixture.lightColorTint, true, true, true); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + //MOVEMENT SETTINGS + GUILayout.Label("Movement Settings", l); + serializedObject.FindProperty("invertPan").boolValue = EditorGUILayout.Toggle(new GUIContent("Invert Pan", + "Invert the tilt values (Up/Down Movement) for movers."), fixture.invertPan); + serializedObject.FindProperty("invertTilt").boolValue = EditorGUILayout.Toggle(new GUIContent("Invert Tilt", + "Enable this if the mover is hanging upside down."), fixture.invertTilt); + serializedObject.FindProperty("isUpsideDown").boolValue = EditorGUILayout.Toggle(new GUIContent("Is Upside Down?", + "Enable projection spinning (Udon Override Only)."), fixture.isUpsideDown); + serializedObject.FindProperty("maxMinPan").floatValue = EditorGUILayout.FloatField(new GUIContent("Max/Min Pan Range", + "Control the range of rotation for the pan channel of the fixture"), fixture.maxMinPan); + serializedObject.FindProperty("maxMinTilt").floatValue = EditorGUILayout.FloatField(new GUIContent("Max/Min Tilt Range", + "Control the range of rotation for the tilt channel of the fixture"), fixture.maxMinTilt); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + //FIXTURE SETTINGS + GUILayout.Label("Fixture Settings", l); + serializedObject.FindProperty("enableAutoSpin").boolValue = EditorGUILayout.Toggle(new GUIContent("Enable Projection Spin", + "Enable projection spinning (Udon Override Only)."), fixture.enableAutoSpin); + serializedObject.FindProperty("enableStrobe").boolValue = EditorGUILayout.Toggle(new GUIContent("Enable Strobe Functionality", + "Enable strobe effects (via DMX Only)."), fixture.enableStrobe); + serializedObject.FindProperty("tiltOffsetBlue").floatValue = EditorGUILayout.Slider(new GUIContent("Tilt Offset", + "Tilt (Up/Down) offset/movement. Directly controls tilt when in Udon Mode; is an offset when in DMX mode."), fixture.tiltOffsetBlue, 0.0f, 360.0f); + serializedObject.FindProperty("panOffsetBlueGreen").floatValue = EditorGUILayout.Slider(new GUIContent("Pan Offset", + "Pan (Left/Right) offset/movement. Directly controls pan when in Udon Mode; is an offset when in DMX mode."), fixture.panOffsetBlueGreen, 0.0f, 360.0f); + serializedObject.FindProperty("selectGOBO").intValue = EditorGUILayout.IntSlider(new GUIContent("Projection GOBO Selection", + "The meshes used to make up the light. You need atleast 1 mesh in this group for the script to work properly."), fixture.selectGOBO, 1, 8); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + //MESH SETTINGS + GUILayout.Label("Mesh Settings", l); + serializedObject.FindProperty("coneWidth").floatValue = EditorGUILayout.Slider(new GUIContent("Fixture Cone Width", + "Controls the radius of a mover/spot light."), fixture.coneWidth, 0.0f, 5.5f); + serializedObject.FindProperty("coneLength").floatValue = EditorGUILayout.Slider(new GUIContent("Fixture Cone Length", + "Controls the length of the cone of a mover/spot light."), fixture.coneLength, 0.5f, 10.0f); + serializedObject.FindProperty("maxConeLength").floatValue = EditorGUILayout.Slider("Max Cone Length", fixture.maxConeLength, 0.275f, 10.0f); + + SerializedProperty meshRends = serializedObject.FindProperty("objRenderers"); + EditorGUILayout.PropertyField(meshRends, true); + if(EditorGUI.EndChangeCheck()) + { + serializedObject.ApplyModifiedProperties(); + UpdateSettings(fixture); + //EditorGUIUtility.LookLikeControls(); + } + } +} +#endif + +// #if !COMPILER_UDONSHARP && UNITY_EDITOR +// [CustomEditor(typeof(VRStageLighting_RAW))] +// public class VRStageLighting_RAW_Editor : VRSL_UdonEditor +// { +// public override void OnInspectorGUI() +// { +// if (UdonSharpGUI.DrawDefaultUdonSharpBehaviourHeader(target)) return; +// DrawLogo(); +// ShurikenHeaderCentered(ver); +// EditorGUILayout.Space(); +// EditorGUILayout.Space(); + +// //EditorGUILayout.Space(); +// base.OnInspectorGUI(); +// VRStageLighting_RAW fixture = (VRStageLighting_RAW)target; +// if(GUI.changed && Application.isPlaying) +// { +// fixture._UpdateInstancedProperties(); +// } +// } +// } +// #endif + +// #if !COMPILER_UDONSHARP && UNITY_EDITOR +// [CustomEditor(typeof(VRStageLighting_RAW_Static))] +// public class VRStageLighting_RAW_Static_Editor : VRSL_UdonEditor +// { +// public override void OnInspectorGUI() +// { +// if (UdonSharpGUI.DrawDefaultUdonSharpBehaviourHeader(target)) return; +// DrawLogo(); +// ShurikenHeaderCentered(ver); +// EditorGUILayout.Space(); +// EditorGUILayout.Space(); + +// //EditorGUILayout.Space(); +// VRStageLighting_RAW_Static fixture = (VRStageLighting_RAW_Static)target; +// EditorGUI.BeginChangeCheck(); +// base.OnInspectorGUI(); +// if(EditorGUI.EndChangeCheck()) +// { +// if(fixture.objRenderers.Length > 0) +// { +// bool isEmpty = false; +// foreach(MeshRenderer rend in fixture.objRenderers) +// { +// if(rend == null) +// { +// isEmpty = true; +// break; +// } +// } +// if(!isEmpty) +// { +// fixture._SetProps(); +// fixture._UpdateInstancedProperties(); +// } +// } +// } +// } +// } +// #endif + +// #if !COMPILER_UDONSHARP && UNITY_EDITOR +// [CustomEditor(typeof(VRStageLighting_RAW_Laser))] +// public class VRStageLighting_RAW_Laser_Editor : VRSL_UdonEditor +// { +// public override void OnInspectorGUI() +// { +// if (UdonSharpGUI.DrawDefaultUdonSharpBehaviourHeader(target)) return; +// DrawLogo(); +// ShurikenHeaderCentered(ver); +// EditorGUILayout.Space(); +// EditorGUILayout.Space(); + +// //EditorGUILayout.Space(); +// VRStageLighting_RAW_Laser fixture = (VRStageLighting_RAW_Laser)target; +// EditorGUI.BeginChangeCheck(); +// base.OnInspectorGUI(); +// if(EditorGUI.EndChangeCheck()) +// { +// if(fixture.objRenderers.Length > 0) +// { +// bool isEmpty = false; +// foreach(MeshRenderer rend in fixture.objRenderers) +// { +// if(rend == null) +// { +// isEmpty = true; +// break; +// } +// } +// if(!isEmpty) +// { +// fixture._SetProps(); +// fixture._UpdateInstancedProperties(); +// } +// } +// } +// } +// } +// #endif + +#if !COMPILER_UDONSHARP && UNITY_EDITOR +[CustomEditor(typeof(VRStageLighting_AudioLink_Laser))] +public class VRStageLighting_AudioLink_Laser_Editor : VRSL_UdonEditor +{ + + + new void OnEnable( ) + { + base.OnEnable(); + EditorApplication.hierarchyChanged += HierarchyChanged; + } + + void OnDisable( ) + { + EditorApplication.hierarchyChanged -= HierarchyChanged; + } + + private void HierarchyChanged( ) + { + VRStageLighting_AudioLink_Laser fixture = (VRStageLighting_AudioLink_Laser)target; + UpdateSettings(fixture); + } + + + + void UpdateSettings(VRStageLighting_AudioLink_Laser fixture) + { + if(fixture.objRenderers.Length > 0) + { + bool isEmpty = false; + foreach(MeshRenderer rend in fixture.objRenderers) + { + if(rend == null) + { + isEmpty = true; + break; + } + } + if(!isEmpty) + { + fixture._SetProps(); + if(Application.isPlaying) + { + fixture._UpdateInstancedProperties(); + } + else + { + fixture._UpdateInstancedPropertiesSansAudioLink(); + } + + } + } + } + + + public override void OnInspectorGUI() + { + if (UdonSharpGUI.DrawDefaultUdonSharpBehaviourHeader(target)) return; + DrawLogo(); + ShurikenHeaderCentered(ver); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + + //EditorGUILayout.Space(); + VRStageLighting_AudioLink_Laser fixture = (VRStageLighting_AudioLink_Laser)target; + EditorGUI.BeginChangeCheck(); + base.OnInspectorGUI(); + if(EditorGUI.EndChangeCheck()) + { + UpdateSettings(fixture); + } + } +} +#endif + +// #if !COMPILER_UDONSHARP && UNITY_EDITOR +// [CustomEditor(typeof(VRStageLighting_AudioLink))] +// public class VRStageLighting_AudioLink_Editor : VRSL_UdonEditor +// { +// public override void OnInspectorGUI() +// { +// if (UdonSharpGUI.DrawDefaultUdonSharpBehaviourHeader(target)) return; +// DrawLogo(); +// ShurikenHeaderCentered(ver); +// EditorGUILayout.Space(); +// EditorGUILayout.Space(); +// base.OnInspectorGUI(); +// VRStageLighting_AudioLink fixture = (VRStageLighting_AudioLink)target; +// if(GUI.changed && Application.isPlaying) +// { +// fixture._UpdateInstancedProperties(); +// } + +// // serializedObject.Update(); +// // if(previousColor != lightColor.colorValue) +// // { +// // fixture.LightColorTint = fixture.LightColorTint; +// // } +// // serializedObject.ApplyModifiedProperties(); +// } +// } +// #endif + +#if !COMPILER_UDONSHARP && UNITY_EDITOR +[InitializeOnLoad] +[CustomEditor(typeof(VRStageLighting_AudioLink_Static))] + +public class VRStageLighting_AudioLink_Static_Editor : VRSL_UdonEditor +{ + + new void OnEnable( ) + { + base.OnEnable(); + EditorApplication.hierarchyChanged += HierarchyChanged; + } + + void OnDisable( ) + { + EditorApplication.hierarchyChanged -= HierarchyChanged; + } + + void UpdateSettings(VRStageLighting_AudioLink_Static fixture) + { + try{ + if(fixture.objRenderers.Length > 0) + { + bool isEmpty = false; + foreach(MeshRenderer rend in fixture.objRenderers) + { + if(rend == null) + { + isEmpty = true; + break; + } + } + if(!isEmpty) + { + fixture._SetProps(); + if(Application.isPlaying) + { + fixture._UpdateInstancedProperties(); + } + else + { + fixture._UpdateInstancedPropertiesSansAudioLink(); + fixture._CheckConstraints(fixture); + } + } + } + } + catch(NullReferenceException e) + { + e.ToString(); + } + } + + private void HierarchyChanged( ) + { + VRStageLighting_AudioLink_Static fixture = (VRStageLighting_AudioLink_Static)target; + UpdateSettings(fixture); + } + public override void OnInspectorGUI() + { + if (UdonSharpGUI.DrawDefaultUdonSharpBehaviourHeader(target)) return; + DrawLogo(); + ShurikenHeaderCentered(ver); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + + VRStageLighting_AudioLink_Static fixture = (VRStageLighting_AudioLink_Static)target; + EditorGUI.BeginChangeCheck(); + base.OnInspectorGUI(); + if(EditorGUI.EndChangeCheck()) + { + UpdateSettings(fixture); + } + + //serializedObject.Update(); + // if(previousColor != lightColor.colorValue) + // { + // fixture.LightColorTint = fixture.LightColorTint; + // } + // serializedObject.ApplyModifiedProperties(); + } +} +#endif + + +// #if !COMPILER_UDONSHARP && UNITY_EDITOR +// [CustomEditor(typeof(VRStageLighting_Animated))] +// public class VRStageLighting_Animated_Editor : VRSL_UdonEditor +// { +// public override void OnInspectorGUI() +// { +// if (UdonSharpGUI.DrawDefaultUdonSharpBehaviourHeader(target)) return; +// DrawLogo(); +// ShurikenHeaderCentered(ver); +// EditorGUILayout.Space(); +// EditorGUILayout.Space(); +// //EditorGUILayout.Space(); +// base.OnInspectorGUI(); +// VRStageLighting_Animated fixture = (VRStageLighting_Animated)target; +// if(GUI.changed && Application.isPlaying) +// { +// fixture._UpdateInstancedProperties(); +// } +// } +// } +// #endif + +// #if !COMPILER_UDONSHARP && UNITY_EDITOR +// [CustomEditor(typeof(VRStageLighting_Animated_Static))] +// public class VRStageLighting_Animated_Static_Editor : VRSL_UdonEditor +// { +// public override void OnInspectorGUI() +// { +// if (UdonSharpGUI.DrawDefaultUdonSharpBehaviourHeader(target)) return; +// DrawLogo(); +// ShurikenHeaderCentered(ver); +// EditorGUILayout.Space(); +// EditorGUILayout.Space(); +// //EditorGUILayout.Space(); +// VRStageLighting_Animated_Static fixture = (VRStageLighting_Animated_Static)target; +// EditorGUI.BeginChangeCheck(); +// base.OnInspectorGUI(); +// if(EditorGUI.EndChangeCheck()) +// { +// if(fixture.objRenderers.Length > 0) +// { +// bool isEmpty = false; +// foreach(MeshRenderer rend in fixture.objRenderers) +// { +// if(rend == null) +// { +// isEmpty = true; +// break; +// } +// } +// if(!isEmpty) +// { +// fixture._SetProps(); +// if(Application.isPlaying) +// { +// fixture._UpdateInstancedProperties(); +// } +// else +// { +// fixture._UpdateInstancedPropertiesSansAudioLink(); +// } +// } +// } +// } + +// } +// } +// #endif + +#if UNITY_EDITOR && !COMPILER_UDONSHARP +// ensure class initializer is called whenever scripts recompile +[InitializeOnLoad] +public static class PlayModeStateChanged +{ + // register an event handler when the class is initialized + static PlayModeStateChanged() + { + EditorApplication.playModeStateChanged += LogPlayModeState; + UnityEditor.SceneManagement.EditorSceneManager.sceneOpened += OnEditorSceneManagerSceneOpened; + EditorApplication.update += RunOnce; + //LoadFixtureSettings(); + } + + static void RunOnce() + { + LoadFixtureSettings(); + // Debug.Log("Running Once... " + EditorApplication.update); + EditorApplication.update -= RunOnce; + } + + static void OnEditorSceneManagerSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) + { + //Debug.LogFormat("SceneOpened: {0}", scene.name); + LoadFixtureSettings(); + } + + // public static void DelayedFixtureLoad() + // { + // //await Task.Delay(1000); + // Thread.Sleep(10000); + // LoadFixtureSettings(); + // Debug.Log("Finsihed Loading VRSL!"); + // } + private static void LogPlayModeState(PlayModeStateChange state) + { +// Debug.Log(state); + if(state == PlayModeStateChange.EnteredEditMode) + { + LoadFixtureSettings(); + } + } + + [RuntimeInitializeOnLoadMethod] + private static void LoadFixtureSettings() + { + GameObject[] objs; + try + { + Scene scene = SceneManager.GetActiveScene(); + objs = scene.GetRootGameObjects(); + } + catch(NullReferenceException e) + { + e.GetType(); + return; + } + try + { + foreach(GameObject obj in objs) + { + //VRStageLighting_RAW_Static[] staticLights = obj.GetUdonSharpComponentsInChildren(); + VRStageLighting_AudioLink_Static[] audioLinkLights = obj.GetUdonSharpComponentsInChildren(); + // VRStageLighting_Animated_Static[] animatedLights = obj.GetUdonSharpComponentsInChildren(); + VRStageLighting_DMX_Static[] dmxLights = obj.GetUdonSharpComponentsInChildren(); + //VRStageLighting_RAW_Laser[] rawLasers = obj.GetUdonSharpComponentsInChildren(); + VRStageLighting_AudioLink_Laser[] audioLinkLasers = obj.GetUdonSharpComponentsInChildren(); + // VRStageLighting_DMX_Static[] dmxLights = obj.GetUdonSharpComponentsInChildren(); + // if(staticLights != null) + // { + // foreach(VRStageLighting_RAW_Static fixture in staticLights) + // { + // if(fixture.objRenderers.Length > 0 && fixture.objRenderers[0] != null) + // { + // fixture._SetProps(); + // fixture._UpdateInstancedProperties(); + // } + // } + // } + if(dmxLights != null) + { + foreach(VRStageLighting_DMX_Static fixture in dmxLights) + { + fixture._SetProps(); + if(Application.isPlaying) + { + fixture._UpdateInstancedProperties(); + } + else + { + fixture._UpdateInstancedPropertiesSansDMX(); + } + } + } + // if(rawLasers != null) + // { + // foreach(VRStageLighting_RAW_Laser fixture in rawLasers) + // { + // if(fixture.objRenderers.Length > 0 && fixture.objRenderers[0] != null) + // { + // fixture._SetProps(); + // fixture._UpdateInstancedProperties(); + // } + // } + // } + if(audioLinkLasers != null) + { + foreach(VRStageLighting_AudioLink_Laser fixture in audioLinkLasers) + { + if(fixture.objRenderers.Length > 0 && fixture.objRenderers[0] != null) + { + fixture._SetProps(); + if(Application.isPlaying) + { + fixture._UpdateInstancedProperties(); + } + else + { + fixture._UpdateInstancedPropertiesSansAudioLink(); + } + } + } + } + if(audioLinkLights != null) + { + foreach(VRStageLighting_AudioLink_Static fixture in audioLinkLights) + { + if(fixture.objRenderers.Length > 0 && fixture.objRenderers[0] != null) + { + fixture._SetProps(); + if(Application.isPlaying) + { + fixture._UpdateInstancedProperties(); + } + else + { + fixture._UpdateInstancedPropertiesSansAudioLink(); + } + + } + } + } + // if(animatedLights != null) + // { + // foreach(VRStageLighting_Animated_Static fixture in animatedLights) + // { + // if(fixture.objRenderers.Length > 0 && fixture.objRenderers[0] != null) + // { + // fixture._SetProps(); + // if(Application.isPlaying) + // { + // fixture._UpdateInstancedProperties(); + // } + // else + // { + // fixture._UpdateInstancedPropertiesSansAudioLink(); + // } + // } + // } + // } + // foreach(VRStageLighting_DMX_Static fixture in dmxLights) + // { + // if(fixture.objRenderers.Length > 0 && fixture.objRenderers[0] != null) + // { + // fixture._SetProps(); + // fixture._UpdateInstancedProperties(); + // } + // } + } + } + catch(NullReferenceException e) + { + e.GetType(); + return; + } + } +} +#endif \ No newline at end of file diff --git a/Scripts/Editor/VRSL_UdonEditor.cs.meta 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+ Data: globalIntensity + - Name: $v + Entry: 7 + Data: 38|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 39|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: globalIntensity + - Name: symbolUniqueName + Entry: 1 + Data: globalIntensity + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 40|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 5 + - Name: + Entry: 7 + Data: 41|UnityEngine.HeaderAttribute, UnityEngine.CoreModule + - Name: header + Entry: 1 + Data: General Settings + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 42|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 0 + - Name: max + Entry: 4 + Data: 1 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 43|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Sets the overall intensity of the shader. Good for animating or scripting + effects related to intensity. Its max value is controlled by Final Intensity. + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 44|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 45|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: finalIntensity + - Name: $v + Entry: 7 + Data: 46|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 47|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: finalIntensity + - Name: symbolUniqueName + Entry: 1 + Data: finalIntensity + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 48|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 4 + - Name: + Entry: 7 + Data: 49|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 0 + - Name: max + Entry: 4 + Data: 1 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 50|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Sets the maximum brightness value of Global Intensity. Good for personalized + settings of the max brightness of the shader by other users via UI. + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 51|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 52|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: lightColorTint + - Name: $v + Entry: 7 + Data: 53|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 54|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 7 + Data: 55|System.RuntimeType, mscorlib + - Name: + Entry: 1 + Data: UnityEngine.Color, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: UnityEngineColor + - Name: symbolOriginalName + Entry: 1 + Data: lightColorTint + - Name: symbolUniqueName + Entry: 1 + Data: lightColorTint + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 56|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 4 + - Name: + Entry: 7 + Data: 57|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: The main color of the light. + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 58|UnityEngine.ColorUsageAttribute, UnityEngine.CoreModule + - Name: showAlpha + Entry: 5 + Data: false + - Name: hdr + Entry: 5 + Data: false + - Name: minBrightness + Entry: 4 + Data: 0 + - Name: maxBrightness + Entry: 4 + Data: 8 + - Name: minExposureValue + Entry: 4 + Data: 0.125 + - Name: maxExposureValue + Entry: 4 + Data: 3 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 59|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 60|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: enableColorTextureSampling + - Name: $v + Entry: 7 + Data: 61|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 62|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 4 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemBoolean + - Name: symbolOriginalName + Entry: 1 + Data: enableColorTextureSampling + - Name: symbolUniqueName + Entry: 1 + Data: enableColorTextureSampling + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 63|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 3 + - Name: + Entry: 7 + Data: 64|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Check this box if you wish to sample seperate texture for the color. + The color will be influenced by the intensity of the original emission color! + The texture is set in the shader itself. + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 65|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 66|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: textureSamplingCoordinates + - Name: $v + Entry: 7 + Data: 67|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 68|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 7 + Data: 69|System.RuntimeType, mscorlib + - Name: + Entry: 1 + Data: UnityEngine.Vector2, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: UnityEngineVector2 + - Name: symbolOriginalName + Entry: 1 + Data: textureSamplingCoordinates + - Name: symbolUniqueName + Entry: 1 + Data: textureSamplingCoordinates + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 70|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 3 + - Name: + Entry: 7 + Data: 71|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: The UV coordinates to sample the color from on the texture. + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 72|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 73|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: coneWidth + - Name: $v + Entry: 7 + Data: 74|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 75|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: coneWidth + - Name: symbolUniqueName + Entry: 1 + Data: coneWidth + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 76|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 4 + - Name: + Entry: 7 + Data: 77|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Controls the radius of the laser cone. + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 78|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 3.75 + - Name: max + Entry: 4 + Data: 20 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 79|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 80|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: coneLength + - Name: $v + Entry: 7 + Data: 81|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 82|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: coneLength + - Name: symbolUniqueName + Entry: 1 + Data: coneLength + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 83|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 4 + - Name: + Entry: 7 + Data: 84|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 0.5 + - Name: max + Entry: 4 + Data: 5 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 85|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Controls the length of the laser cone + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 86|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 87|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: coneFlatness + - Name: $v + Entry: 7 + Data: 88|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 89|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: coneFlatness + - Name: symbolUniqueName + Entry: 1 + Data: coneFlatness + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 90|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 4 + - Name: + Entry: 7 + Data: 91|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 0 + - Name: max + Entry: 4 + Data: 1.999 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 92|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Controls how flat or round the cone is. + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 93|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 94|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: coneXRotation + - Name: $v + Entry: 7 + Data: 95|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 96|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: coneXRotation + - Name: symbolUniqueName + Entry: 1 + Data: coneXRotation + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 97|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 4 + - Name: + Entry: 7 + Data: 98|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 90 + - Name: max + Entry: 4 + Data: 90 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 99|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: X rotation coffset for cone + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 100|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 101|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: coneYRotation + - Name: $v + Entry: 7 + Data: 102|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 103|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: coneYRotation + - Name: symbolUniqueName + Entry: 1 + Data: coneYRotation + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 104|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 4 + - Name: + Entry: 7 + Data: 105|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 90 + - Name: max + Entry: 4 + Data: 90 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 106|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Y rotation offset for cone + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 107|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 108|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: coneZRotation + - Name: $v + Entry: 7 + Data: 109|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 110|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: coneZRotation + - Name: symbolUniqueName + Entry: 1 + Data: coneZRotation + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 111|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 4 + - Name: + Entry: 7 + Data: 112|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 90 + - Name: max + Entry: 4 + Data: 90 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 113|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Z rotation offset for cone + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 114|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 115|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: laserCount + - Name: $v + Entry: 7 + Data: 116|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 117|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 12 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemInt32 + - Name: symbolOriginalName + Entry: 1 + Data: laserCount + - Name: symbolUniqueName + Entry: 1 + Data: laserCount + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 118|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 4 + - Name: + Entry: 7 + Data: 119|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 4 + - Name: max + Entry: 4 + Data: 68 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 120|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Number of laser beams in cone + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 121|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 122|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: laserThickness + - Name: $v + Entry: 7 + Data: 123|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 124|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: laserThickness + - Name: symbolUniqueName + Entry: 1 + Data: laserThickness + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 125|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 4 + - Name: + Entry: 7 + Data: 126|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 0.003 + - Name: max + Entry: 4 + Data: 0.25 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 127|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Controls how thick/thin the lasers are + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 128|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 129|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: laserScroll + - Name: $v + Entry: 7 + Data: 130|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 131|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: laserScroll + - Name: symbolUniqueName + Entry: 1 + Data: laserScroll + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 132|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 4 + - Name: + Entry: 7 + Data: 133|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 1 + - Name: max + Entry: 4 + Data: 1 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 134|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Controls the speed of laser scroll animation. Negative goes left, positive + goes right, 0 means no scroll + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 135|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 136|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: objRenderers + - Name: $v + Entry: 7 + Data: 137|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 138|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 7 + Data: 139|System.RuntimeType, mscorlib + - Name: + Entry: 1 + Data: UnityEngine.MeshRenderer[], UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: UnityEngineMeshRendererArray + - Name: symbolOriginalName + Entry: 1 + Data: objRenderers + - Name: symbolUniqueName + Entry: 1 + Data: objRenderers + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 140|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 2 + - Name: + Entry: 7 + Data: 141|UnityEngine.HeaderAttribute, UnityEngine.CoreModule + - Name: header + Entry: 1 + Data: Mesh Settings + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 142|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: The meshes used to make up the light. You need atleast 1 mesh in this + group for the script to work properly. + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: previousConeWidth + - Name: $v + Entry: 7 + Data: 143|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 144|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: previousConeWidth + - Name: symbolUniqueName + Entry: 1 + Data: previousConeWidth + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 145|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: previousConeLength + - Name: $v + Entry: 7 + Data: 146|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 147|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: previousConeLength + - Name: symbolUniqueName + Entry: 1 + Data: previousConeLength + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 9 + Data: 145 + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: previousGlobalIntensity + - Name: $v + Entry: 7 + Data: 148|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 149|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: previousGlobalIntensity + - Name: symbolUniqueName + Entry: 1 + Data: previousGlobalIntensity + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 9 + Data: 145 + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: previousFinalIntensity + - Name: $v + Entry: 7 + Data: 150|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 151|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: previousFinalIntensity + - Name: symbolUniqueName + Entry: 1 + Data: previousFinalIntensity + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 9 + Data: 145 + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: previousConeFlatness + - Name: $v + Entry: 7 + Data: 152|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 153|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: previousConeFlatness + - Name: symbolUniqueName + Entry: 1 + Data: previousConeFlatness + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 9 + Data: 145 + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: previousConeXRotation + - Name: $v + Entry: 7 + Data: 154|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 155|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: previousConeXRotation + - Name: symbolUniqueName + Entry: 1 + Data: previousConeXRotation + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 9 + Data: 145 + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: previousConeYRotation + - Name: $v + Entry: 7 + Data: 156|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 157|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: previousConeYRotation + - Name: symbolUniqueName + Entry: 1 + Data: previousConeYRotation + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 9 + Data: 145 + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: previousConeZRotation + - Name: $v + Entry: 7 + Data: 158|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 159|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: previousConeZRotation + - Name: symbolUniqueName + Entry: 1 + Data: previousConeZRotation + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 9 + Data: 145 + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: previousLaserThickness + - Name: $v + Entry: 7 + Data: 160|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 161|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: previousLaserThickness + - Name: symbolUniqueName + Entry: 1 + Data: previousLaserThickness + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 9 + Data: 145 + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: previousLaserScroll + - Name: $v + Entry: 7 + Data: 162|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 163|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: previousLaserScroll + - Name: symbolUniqueName + Entry: 1 + Data: previousLaserScroll + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 9 + Data: 145 + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: previousLaserCount + - Name: $v + Entry: 7 + Data: 164|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 165|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 12 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemInt32 + - Name: symbolOriginalName + Entry: 1 + Data: previousLaserCount + - Name: symbolUniqueName + Entry: 1 + Data: previousLaserCount + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 166|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: previousColorTint + - Name: $v + Entry: 7 + Data: 167|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 168|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 55 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: UnityEngineColor + - Name: symbolOriginalName + Entry: 1 + Data: previousColorTint + - Name: symbolUniqueName + Entry: 1 + Data: previousColorTint + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 169|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: props + - Name: $v + Entry: 7 + Data: 170|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 171|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 7 + Data: 172|System.RuntimeType, mscorlib + - Name: + Entry: 1 + Data: UnityEngine.MaterialPropertyBlock, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: UnityEngineMaterialPropertyBlock + - Name: symbolOriginalName + Entry: 1 + Data: props + - Name: symbolUniqueName + Entry: 1 + Data: props + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 173|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: foldout + - Name: $v + Entry: 7 + Data: 174|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 175|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 4 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemBoolean + - Name: symbolOriginalName + Entry: 1 + Data: foldout + - Name: symbolUniqueName + Entry: 1 + Data: foldout + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 176|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 1 + - Name: + Entry: 7 + Data: 177|UnityEngine.HideInInspector, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: diff --git a/Scripts/VRStageLighting_AudioLink_Laser.asset.meta b/Scripts/VRStageLighting_AudioLink_Laser.asset.meta new file mode 100644 index 0000000..f16a6b7 --- /dev/null +++ b/Scripts/VRStageLighting_AudioLink_Laser.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2b89aeca1f195d9409fe8eebf26a921f +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/VRStageLighting_AudioLink_Laser.cs b/Scripts/VRStageLighting_AudioLink_Laser.cs new file mode 100644 index 0000000..dd4e1ca --- /dev/null +++ b/Scripts/VRStageLighting_AudioLink_Laser.cs @@ -0,0 +1,648 @@ + +using UdonSharp; +using UnityEngine; +using VRC.SDKBase; +using VRC.Udon; +//using UnityEngine.UI; + +#if !COMPILER_UDONSHARP && UNITY_EDITOR +using UnityEditor; +using UdonSharpEditor; +//using VRC.Udon; +using VRC.Udon.Common; +using VRC.Udon.Common.Interfaces; +using System.Collections.Immutable; +#endif + +[UdonBehaviourSyncMode(BehaviourSyncMode.None)] +public class VRStageLighting_AudioLink_Laser : UdonSharpBehaviour +{ + + //////////////////Public Variables//////////////////// + + [Header("Audio Link Settings")] + [Tooltip("Enable or disable Audio Link Reaction for this fixture.")] + [FieldChangeCallback(nameof(EnableAudioLink))] + [SerializeField] + private bool enableAudioLink; + + + //[Tooltip("The Audio Link Script to react to.")] + //public AudioLink audioLink; + + + [Tooltip("The frequency band of the spectrum to react to.")] + [FieldChangeCallback(nameof(Band))] + [SerializeField] + private int band; + + + [Range(0, 31)] + [Tooltip("The level of delay to add to the reaction.")] + [FieldChangeCallback(nameof(Delay))] + [SerializeField] + private int delay; + + + [Tooltip("Multiplier for the sensativity of the reaction.")] + [Range(1.0f, 15.0f)] + [FieldChangeCallback(nameof(BandMultiplier))] + [SerializeField] + private float bandMultiplier = 1.0f; + + + [Tooltip ("Enable Color Chord tinting of the light emission.")] + [FieldChangeCallback(nameof(ColorChord))] + [SerializeField] + private bool enableColorChord; + + [Header("General Settings")] + [Range(0,1)] + [Tooltip ("Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity.")] + [FieldChangeCallback(nameof(GlobalIntensity))] + [SerializeField] + private float globalIntensity = 1; + + + [Range(0,1)] + [Tooltip ("Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI.")] + [FieldChangeCallback(nameof(FinalIntensity))] + [SerializeField] + private float finalIntensity = 1; + + + [Tooltip ("The main color of the light.")] + [ColorUsage(false,false)] + [FieldChangeCallback(nameof(LightColorTint))] + [SerializeField] + private Color lightColorTint = Color.white * 2.0f; + + + [Tooltip ("Check this box if you wish to sample seperate texture for the color. The color will be influenced by the intensity of the original emission color! The texture is set in the shader itself.")] + [FieldChangeCallback(nameof(ColorTextureSampling))] + [SerializeField] + private bool enableColorTextureSampling; + + [Tooltip ("The UV coordinates to sample the color from on the texture.")] + [FieldChangeCallback(nameof(TextureSamplingCoordinates))] + [SerializeField] + private Vector2 textureSamplingCoordinates = new Vector2(0.5f, 0.5f); + + [Tooltip ("Controls the radius of the laser cone.")] + [Range(-3.75f, 20.0f)] + [FieldChangeCallback(nameof(ConeWidth))] + [SerializeField] + private float coneWidth = 2.5f; + + [Range(-0.5f,5.0f)] + [Tooltip ("Controls the length of the laser cone")] + [FieldChangeCallback(nameof(ConeLength))] + [SerializeField] + private float coneLength = 8.5f; + + [Range(0.0f,1.999f)] + [Tooltip ("Controls how flat or round the cone is.")] + [FieldChangeCallback(nameof(ConeFlatness))] + [SerializeField] + private float coneFlatness = 0.0f; + + [Range(-90.0f,90.0f)] + [Tooltip ("X rotation coffset for cone")] + [FieldChangeCallback(nameof(ConeXRotation))] + [SerializeField] + private float coneXRotation = 0.0f; + + [Range(-90.0f,90.0f)] + [Tooltip ("Y rotation offset for cone")] + [FieldChangeCallback(nameof(ConeYRotation))] + [SerializeField] + private float coneYRotation = 0.0f; + + [Range(-90.0f,90.0f)] + [Tooltip ("Z rotation offset for cone")] + [FieldChangeCallback(nameof(ConeZRotation))] + [SerializeField] + private float coneZRotation = 0.0f; + + [Range(4.0f,68f)] + [Tooltip ("Number of laser beams in cone")] + [FieldChangeCallback(nameof(LaserCount))] + [SerializeField] + private int laserCount = 14; + + [Range(0.003f,0.25f)] + [Tooltip ("Controls how thick/thin the lasers are")] + [FieldChangeCallback(nameof(LaserThickness))] + [SerializeField] + private float laserThickness = 0.125f; + + [Range(-1.0f,1.0f)] + [Tooltip ("Controls the speed of laser scroll animation. Negative goes left, positive goes right, 0 means no scroll")] + [FieldChangeCallback(nameof(LaserScroll))] + [SerializeField] + private float laserScroll = 0.0f; + + + + + + + [Header("Mesh Settings")] + [Tooltip ("The meshes used to make up the light. You need atleast 1 mesh in this group for the script to work properly.")] + public MeshRenderer[] objRenderers; + + + + + private float previousConeWidth, previousConeLength, previousGlobalIntensity, previousFinalIntensity, previousConeFlatness, previousConeXRotation, previousConeYRotation, previousConeZRotation, previousLaserThickness, previousLaserScroll; + private int previousLaserCount; + private Color previousColorTint; + MaterialPropertyBlock props; + + [HideInInspector] + public bool foldout; + + + + //////////////////////////////////////////////////////////////////////////////// + + public bool EnableAudioLink + { + get + { + return enableAudioLink; + } + set + { + enableAudioLink = value; + _UpdateInstancedProperties(); + } + } + + public bool ColorChord + { + get + { + return enableColorChord; + } + set + { + enableColorChord = value; + _UpdateInstancedProperties(); + } + } + + public int Band + { + get + { + return band; + } + set + { + band = value; + _UpdateInstancedProperties(); + } + } + public int Delay + { + get + { + return delay; + } + set + { + delay = value; + _UpdateInstancedProperties(); + } + } + public float BandMultiplier + { + get + { + return bandMultiplier; + } + set + { + bandMultiplier = value; + _UpdateInstancedProperties(); + } + } + public Color LightColorTint + { + get + { + return lightColorTint; + } + set + { + previousColorTint = lightColorTint; + lightColorTint = value; + _UpdateInstancedProperties(); + } + } + public float ConeWidth + { + get + { + return coneWidth; + } + set + { + previousConeWidth = coneWidth; + coneWidth = value; + _UpdateInstancedProperties(); + } + } + public float ConeLength + { + get + { + return coneLength; + } + set + { + previousConeLength = coneLength; + coneLength = value; + _UpdateInstancedProperties(); + } + } + public float GlobalIntensity + { + get + { + return globalIntensity; + } + set + { + previousGlobalIntensity = globalIntensity; + globalIntensity = value; + _UpdateInstancedProperties(); + } + } + public float FinalIntensity + { + get + { + return finalIntensity; + } + set + { + previousFinalIntensity = finalIntensity; + finalIntensity = value; + _UpdateInstancedProperties(); + } + } + + public float ConeFlatness + { + get + { + return coneFlatness; + } + set + { + previousConeFlatness = coneFlatness; + coneFlatness = value; + _UpdateInstancedProperties(); + } + } + public float ConeXRotation + { + get + { + return coneXRotation; + } + set + { + previousConeXRotation = coneXRotation; + coneXRotation = value; + _UpdateInstancedProperties(); + } + } + public float ConeYRotation + { + get + { + return coneYRotation; + } + set + { + previousConeYRotation = coneYRotation; + coneYRotation = value; + _UpdateInstancedProperties(); + } + } + public float ConeZRotation + { + get + { + return coneZRotation; + } + set + { + previousConeZRotation = coneZRotation; + coneZRotation = value; + _UpdateInstancedProperties(); + } + } + public int LaserCount + { + get + { + return laserCount; + } + set + { + previousLaserCount = laserCount; + laserCount = value; + _UpdateInstancedProperties(); + } + } + public float LaserThickness + { + get + { + return laserThickness; + } + set + { + previousLaserThickness = laserThickness; + laserThickness = value; + _UpdateInstancedProperties(); + } + } + public float LaserScroll + { + get + { + return laserScroll; + } + set + { + previousLaserScroll = laserScroll; + laserScroll = value; + _UpdateInstancedProperties(); + } + } + public bool ColorTextureSampling + { + get + { + return enableColorTextureSampling; + } + set + { + enableColorTextureSampling = value; + _UpdateInstancedProperties(); + } + } + public Vector2 TextureSamplingCoordinates + { + get + { + return textureSamplingCoordinates; + } + set + { + textureSamplingCoordinates = value; + _UpdateInstancedProperties(); + } + } + + /////////////////////////////////////////////////////////// + + void OnEnable() + { + Init(true); + } + + void Start() + { + Init(true); + } + + public void _SetProps() + { + props = new MaterialPropertyBlock(); + } + public void _UpdateInstancedProperties() + { + if(props == null) + { + if(objRenderers.Length > 0 && objRenderers[0] != null) + { + _SetProps(); + } + else + { + Debug.Log("Please add atleast one fixture renderer."); + return; + } + } + //AudioLink Stuff + props.SetFloat("_EnableAudioLink", enableAudioLink == true ? 1.0f : 0.0f); + props.SetInt("_EnableColorChord", enableColorChord == true ? 1 : 0); + //props.SetFloat("_NumBands", spectrumBands.Length); + props.SetFloat("_Delay", delay); + props.SetFloat("_BandMultiplier", bandMultiplier); + props.SetFloat("_Band", band); + //Color Texture Sampling + props.SetFloat("_TextureColorSampleX", textureSamplingCoordinates.x); + props.SetFloat("_TextureColorSampleY", textureSamplingCoordinates.y); + props.SetInt("_EnableColorTextureSample", enableColorTextureSampling == true ? 1 : 0); + //General Light Stuff + props.SetColor("_Emission", lightColorTint); + props.SetFloat("_VertexConeWidth", coneWidth); + props.SetFloat("_GlobalIntensity", globalIntensity); + props.SetFloat("_FinalIntensity", finalIntensity); + props.SetFloat("_VertexConeLength", coneLength); + props.SetFloat("_ZConeFlatness", coneFlatness); + props.SetFloat("_XRotation", coneXRotation); + props.SetFloat("_YRotation", coneYRotation); + props.SetFloat("_ZRotation", coneZRotation); + props.SetInt("_LaserCount", laserCount); + props.SetFloat("_LaserThickness", laserThickness); + props.SetFloat("_Scroll", laserScroll); + // for(int i = 0; i < objRenderers.Length; i++) + // { + // objRenderers[i].SetPropertyBlock(props); + // } + switch(objRenderers.Length) + { + case 1: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + break; + case 2: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[0]) + objRenderers[1].SetPropertyBlock(props); + break; + case 3: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + break; + case 4: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + if(objRenderers[3]) + objRenderers[3].SetPropertyBlock(props); + break; + case 5: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + if(objRenderers[3]) + objRenderers[3].SetPropertyBlock(props); + if(objRenderers[4]) + objRenderers[4].SetPropertyBlock(props); + break; + default: + Debug.Log("Too many mesh renderers for this fixture!"); + break; + } + } + + public void _UpdateInstancedPropertiesSansAudioLink() + { + if(props == null) + { + if(objRenderers.Length > 0 && objRenderers[0] != null) + { + _SetProps(); + } + } + //AudioLink Stuff + props.SetFloat("_EnableAudioLink", 0.0f); + props.SetInt("_EnableColorChord", 0); + //props.SetFloat("_NumBands", spectrumBands.Length); + props.SetFloat("_Delay", delay); + props.SetFloat("_BandMultiplier", bandMultiplier); + props.SetFloat("_Band", band); + //Color Texture Sampling + props.SetFloat("_TextureColorSampleX", textureSamplingCoordinates.x); + props.SetFloat("_TextureColorSampleY", textureSamplingCoordinates.y); + props.SetInt("_EnableColorTextureSample", enableColorTextureSampling == true ? 1 : 0); + //General Light Stuff + props.SetColor("_Emission", lightColorTint); + props.SetFloat("_VertexConeWidth", coneWidth); + props.SetFloat("_GlobalIntensity", globalIntensity); + props.SetFloat("_FinalIntensity", finalIntensity); + props.SetFloat("_VertexConeLength", coneLength); + props.SetFloat("_ZConeFlatness", coneFlatness); + props.SetFloat("_XRotation", coneXRotation); + props.SetFloat("_YRotation", coneYRotation); + props.SetFloat("_ZRotation", coneZRotation); + props.SetInt("_LaserCount", laserCount); + props.SetFloat("_LaserThickness", laserThickness); + props.SetFloat("_Scroll", laserScroll); + // for(int i = 0; i < objRenderers.Length; i++) + // { + // objRenderers[i].SetPropertyBlock(props); + // } + switch(objRenderers.Length) + { + case 1: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + break; + case 2: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[0]) + objRenderers[1].SetPropertyBlock(props); + break; + case 3: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + break; + case 4: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + if(objRenderers[3]) + objRenderers[3].SetPropertyBlock(props); + break; + case 5: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + if(objRenderers[3]) + objRenderers[3].SetPropertyBlock(props); + if(objRenderers[4]) + objRenderers[4].SetPropertyBlock(props); + break; + default: + Debug.Log("Too many mesh renderers for this fixture!"); + break; + } + } + void Init(bool withAL) + { + if(objRenderers[0] == null) + { + return; + } + if(objRenderers.Length > 0) + { + _SetProps(); + previousColorTint = lightColorTint; + previousConeWidth = coneWidth; + previousConeLength = coneLength; + previousGlobalIntensity = globalIntensity; + previousFinalIntensity = finalIntensity; + if(withAL) + { + _UpdateInstancedProperties(); + } + else + { + _UpdateInstancedPropertiesSansAudioLink(); + } + } + else + { + Debug.Log("Please add atleast one fixture renderer."); + //enableInstancing = false; + } + } + + #if !COMPILER_UDONSHARP && UNITY_EDITOR + void OnValidate() + { + Event e = Event.current; + + if (e != null) + { + if (e.type == EventType.ExecuteCommand && e.commandName == "Duplicate") + { + Init(false); + } + } + } + #endif + +} diff --git a/Scripts/VRStageLighting_AudioLink_Laser.cs.meta b/Scripts/VRStageLighting_AudioLink_Laser.cs.meta new file mode 100644 index 0000000..0df8395 --- /dev/null +++ b/Scripts/VRStageLighting_AudioLink_Laser.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9b30433db4cdedb419d8a19c832072a8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/VRStageLighting_AudioLink_Static.asset b/Scripts/VRStageLighting_AudioLink_Static.asset new file mode 100644 index 0000000..602b610 --- /dev/null +++ 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Name: + Entry: 12 + Data: 3 + - Name: + Entry: 7 + Data: 64|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Check this box if you wish to sample seperate texture for the color. + The color will be influenced by the intensity of the original emission color! + The texture is set in the shader itself. + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 65|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 66|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: textureSamplingCoordinates + - Name: $v + Entry: 7 + Data: 67|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 68|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 7 + Data: 69|System.RuntimeType, mscorlib + - Name: + Entry: 1 + Data: UnityEngine.Vector2, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: UnityEngineVector2 + - Name: symbolOriginalName + Entry: 1 + Data: textureSamplingCoordinates + - Name: symbolUniqueName + Entry: 1 + Data: textureSamplingCoordinates + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 70|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 3 + - Name: + Entry: 7 + Data: 71|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: The UV coordinates to sample the color from on the texture. + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 72|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 73|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: targetToFollow + - Name: $v + Entry: 7 + Data: 74|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 75|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 7 + Data: 76|System.RuntimeType, mscorlib + - Name: + Entry: 1 + Data: UnityEngine.Transform, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: UnityEngineTransform + - Name: symbolOriginalName + Entry: 1 + Data: targetToFollow + - Name: symbolUniqueName + Entry: 1 + Data: targetToFollow + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 77|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 3 + - Name: + Entry: 7 + Data: 78|UnityEngine.SpaceAttribute, UnityEngine.CoreModule + - Name: height + Entry: 4 + Data: 5 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 79|UnityEngine.HeaderAttribute, UnityEngine.CoreModule + - Name: header + Entry: 1 + Data: Movement Settings + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 80|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: The target for this mover to follow. + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: spinSpeed + - Name: $v + Entry: 7 + Data: 81|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 82|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: spinSpeed + - Name: symbolUniqueName + Entry: 1 + Data: spinSpeed + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 83|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 6 + - Name: + Entry: 7 + Data: 84|UnityEngine.SpaceAttribute, UnityEngine.CoreModule + - Name: height + Entry: 4 + Data: 5 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 85|UnityEngine.HeaderAttribute, UnityEngine.CoreModule + - Name: header + Entry: 1 + Data: Fixture Settings + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 86|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Projection Spin Speed (Udon Override Only). + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 87|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 88|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 89|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 10 + - Name: max + Entry: 4 + Data: 10 + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: enableAutoSpin + - Name: $v + Entry: 7 + Data: 90|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 91|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 4 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemBoolean + - Name: symbolOriginalName + Entry: 1 + Data: enableAutoSpin + - Name: symbolUniqueName + Entry: 1 + Data: enableAutoSpin + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 92|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 3 + - Name: + Entry: 7 + Data: 93|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Enable projection spinning (Udon Override Only). + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 94|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 95|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: selectGOBO + - Name: $v + Entry: 7 + Data: 96|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 97|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 12 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemInt32 + - Name: symbolOriginalName + Entry: 1 + Data: selectGOBO + - Name: symbolUniqueName + Entry: 1 + Data: selectGOBO + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 98|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 4 + - Name: + Entry: 7 + Data: 99|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 1 + - Name: max + Entry: 4 + Data: 8 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 100|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 101|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 102|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Use this to change what projection is selected + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: objRenderers + - Name: $v + Entry: 7 + Data: 103|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 104|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 7 + Data: 105|System.RuntimeType, mscorlib + - Name: + Entry: 1 + Data: UnityEngine.MeshRenderer[], UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: UnityEngineMeshRendererArray + - Name: symbolOriginalName + Entry: 1 + Data: objRenderers + - Name: symbolUniqueName + Entry: 1 + Data: objRenderers + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 106|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 2 + - Name: + Entry: 7 + Data: 107|UnityEngine.HeaderAttribute, UnityEngine.CoreModule + - Name: header + Entry: 1 + Data: Mesh Settings + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 108|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: The meshes used to make up the light. You need atleast 1 mesh in this + group for the script to work properly. + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: coneWidth + - Name: $v + Entry: 7 + Data: 109|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 110|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: coneWidth + - Name: symbolUniqueName + Entry: 1 + Data: coneWidth + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 111|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 4 + - Name: + Entry: 7 + Data: 112|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Controls the radius of a mover/spot light. + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 113|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 0 + - Name: max + Entry: 4 + Data: 5.5 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 114|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 115|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: coneLength + - Name: $v + Entry: 7 + Data: 116|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 117|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: coneLength + - Name: symbolUniqueName + Entry: 1 + Data: coneLength + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 118|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 4 + - Name: + Entry: 7 + Data: 119|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 0.001 + - Name: max + Entry: 4 + Data: 10 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 120|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 121|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 122|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Controls the length of the cone of a mover/spot light. + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: maxConeLength + - Name: $v + Entry: 7 + Data: 123|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 124|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: maxConeLength + - Name: symbolUniqueName + Entry: 1 + Data: maxConeLength + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 125|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 4 + - Name: + Entry: 7 + Data: 126|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 0.275 + - Name: max + Entry: 4 + Data: 10 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 127|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Controls the mesh length of the cone of a mover/spot light + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 128|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 129|UnityEngine.SerializeField, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: props + - Name: $v + Entry: 7 + Data: 130|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 131|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 7 + Data: 132|System.RuntimeType, mscorlib + - Name: + Entry: 1 + Data: UnityEngine.MaterialPropertyBlock, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: UnityEngineMaterialPropertyBlock + - Name: symbolOriginalName + Entry: 1 + Data: props + - Name: symbolUniqueName + Entry: 1 + Data: props + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 133|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 1 + - Name: + Entry: 7 + Data: 134|UnityEngine.ColorUsageAttribute, UnityEngine.CoreModule + - Name: showAlpha + Entry: 5 + Data: true + - Name: hdr + Entry: 5 + Data: true + - Name: minBrightness + Entry: 4 + Data: 0 + - Name: maxBrightness + Entry: 4 + Data: 8 + - Name: minExposureValue + Entry: 4 + Data: 0.125 + - Name: maxExposureValue + Entry: 4 + Data: 3 + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: targetPanAngle + - Name: $v + Entry: 7 + Data: 135|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 136|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: targetPanAngle + - Name: symbolUniqueName + Entry: 1 + Data: targetPanAngle + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 137|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: targetTiltAngle + - Name: $v + Entry: 7 + Data: 138|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 139|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: targetTiltAngle + - Name: symbolUniqueName + Entry: 1 + Data: targetTiltAngle + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 9 + Data: 137 + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: targetToFollowLast + - Name: $v + Entry: 7 + Data: 140|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 141|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 7 + Data: 142|System.RuntimeType, mscorlib + - Name: + Entry: 1 + Data: UnityEngine.Vector3, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: UnityEngineVector3 + - Name: symbolOriginalName + Entry: 1 + Data: targetToFollowLast + - Name: symbolUniqueName + Entry: 1 + Data: targetToFollowLast + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 143|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: spectrumBands + - Name: $v + Entry: 7 + Data: 144|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 145|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 7 + Data: 146|System.RuntimeType, mscorlib + - Name: + Entry: 1 + Data: System.Single[], mscorlib + - Name: + Entry: 8 + Data: + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingleArray + - Name: symbolOriginalName + Entry: 1 + Data: spectrumBands + - Name: symbolUniqueName + Entry: 1 + Data: spectrumBands + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 147|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: wasChanged + - Name: $v + Entry: 7 + Data: 148|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 149|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 4 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemBoolean + - Name: symbolOriginalName + Entry: 1 + Data: wasChanged + - Name: symbolUniqueName + Entry: 1 + Data: wasChanged + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 150|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: previousColorTint + - Name: $v + Entry: 7 + Data: 151|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 152|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 55 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: UnityEngineColor + - Name: symbolOriginalName + Entry: 1 + Data: previousColorTint + - Name: symbolUniqueName + Entry: 1 + Data: previousColorTint + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 153|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: previousTargetToFollowTransform + - Name: $v + Entry: 7 + Data: 154|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 155|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 76 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: UnityEngineTransform + - Name: symbolOriginalName + Entry: 1 + Data: previousTargetToFollowTransform + - Name: symbolUniqueName + Entry: 1 + Data: previousTargetToFollowTransform + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 156|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: previousConeWidth + - Name: $v + Entry: 7 + Data: 157|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 158|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 26 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: previousConeWidth + - Name: symbolUniqueName + Entry: 1 + Data: previousConeWidth + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 159|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - 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Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity.")] + private float globalIntensity = 1; + + + [Range(0,1)] + [FieldChangeCallback(nameof(FinalIntensity))] + [SerializeField] + [Tooltip ("Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI.")] + private float finalIntensity = 1; + + + [Tooltip ("The main color of the light.")] + [ColorUsage(false,true)] + [FieldChangeCallback(nameof(LightColorTint))] + [SerializeField] + private Color lightColorTint = Color.white * 2.0f; + + + [Tooltip ("Check this box if you wish to sample seperate texture for the color. The color will be influenced by the intensity of the original emission color! The texture is set in the shader itself.")] + [FieldChangeCallback(nameof(ColorTextureSampling))] + [SerializeField] + private bool enableColorTextureSampling; + + + [Tooltip ("The UV coordinates to sample the color from on the texture.")] + [FieldChangeCallback(nameof(TextureSamplingCoordinates))] + [SerializeField] + private Vector2 textureSamplingCoordinates = new Vector2(0.5f, 0.5f); + + + + [Space(5)] + [Header("Movement Settings")] + + + // [Tooltip ("Invert the pan values (Left/Right Movement) for movers.")] + // [FieldChangeCallback(nameof(InvertPan))] + // [SerializeField] + // private bool invertPan; + + + // [Tooltip ("Invert the tilt values (Up/Down Movement) for movers.")] + // [FieldChangeCallback(nameof(InvertTilt))] + // [SerializeField] + // private bool invertTilt; + + + // [Tooltip ("Enable this if the mover is hanging upside down.")] + // public bool isUpsideDown; + + + // [Tooltip ("Enable target following for a mover while in Udon mode.")] + // public bool followTarget; + + + [Tooltip ("The target for this mover to follow.")] + public Transform targetToFollow; + + + // [Tooltip ("The speed at which the target is followed, higher = slower.")] + // public float targetFollowLerpSpeed = 20.0f; + + + // [Tooltip ("An offset of where the mover will point at relative to the target.")] + // public Vector3 targetOffset; + + + [Space(5)] + [Header("Fixture Settings")] + + [Tooltip ("Projection Spin Speed (Udon Override Only).")] + [FieldChangeCallback(nameof(SpinSpeed))] + [SerializeField] + [Range(-10,10)] + private float spinSpeed = 4.0f; + + + +///////////////////////////////////////////////////////////////////// + [Tooltip ("Enable projection spinning (Udon Override Only).")] + [FieldChangeCallback(nameof(ProjectionSpin))] + [SerializeField] + private bool enableAutoSpin; + + + + + +///////////////////////////////// + // [Range(0,360.0f)] + // [Tooltip ("Tilt (Up/Down) offset/movement. Directly controls tilt when in Udon Mode.")] + // [FieldChangeCallback(nameof(Tilt))] + // [SerializeField] + // private float tiltOffsetBlue = 90.0f; + // float startTiltOffset; + + // [Range(0,360.0f)] + // [Tooltip ("Pan (Left/Right) offset/movement. Directly controls pan when in Udon Mode; is an offset when in DMX mode.")] + // [FieldChangeCallback(nameof(Pan))] + // [SerializeField] + // public float panOffsetBlueGreen = 0.0f; + // float startPanOffset; +//////////////////////////////////// + + + + [Range(1,8)] + [FieldChangeCallback(nameof(SelectGOBO))] + [SerializeField] + [Tooltip ("Use this to change what projection is selected")] + private int selectGOBO = 1; + + + [Header("Mesh Settings")] + [Tooltip ("The meshes used to make up the light. You need atleast 1 mesh in this group for the script to work properly.")] + public MeshRenderer[] objRenderers; + + + [Tooltip ("Controls the radius of a mover/spot light.")] + [Range(0, 5.5f)] + [FieldChangeCallback(nameof(ConeWidth))] + [SerializeField] + private float coneWidth = 2.5f; + + + [Range(0.001f,10.0f)] + [FieldChangeCallback(nameof(ConeLength))] + [SerializeField] + [Tooltip ("Controls the length of the cone of a mover/spot light.")] + private float coneLength = 1.0f; + + + [Range(0.275f,10.0f)] + [Tooltip ("Controls the mesh length of the cone of a mover/spot light")] + [FieldChangeCallback(nameof(MaxConeLength))] + [SerializeField] + private float maxConeLength = 8.5f; + [ColorUsage(true, true)] + + + /////////////////Private Variables////////////////// + + private MaterialPropertyBlock props; + //bool enableInstancing; + float targetPanAngle, targetTiltAngle; + private Vector3 targetToFollowLast; + float[] spectrumBands; + private bool wasChanged; + private Color previousColorTint; + private Transform previousTargetToFollowTransform; + + private float previousConeWidth, previousConeLength, previousGlobalIntensity, previousFinalIntensity, previousMaxConeLength; + private int previousGOBOSelection; + [HideInInspector] + public UnityEngine.Animations.AimConstraint targetConstraint; + [HideInInspector] + public bool foldout; + + void OnEnable() + { + Init(true); + } + + void Start() + { + Init(true); + } + + public void _SetProps() + { + props = new MaterialPropertyBlock(); + } +/////////////////////////////////////////////////////////////////////////PROPERTIES/////////////////////////////////////////////////////////////////////////////////////////////// + public Color LightColorTint + { + get + { + return lightColorTint; + } + set + { + previousColorTint = lightColorTint; + lightColorTint = value; + _UpdateInstancedProperties(); + } + } + public float ConeWidth + { + get + { + return coneWidth; + } + set + { + previousConeWidth = coneWidth; + coneWidth = value; + _UpdateInstancedProperties(); + } + } + public float ConeLength + { + get + { + return coneLength; + } + set + { + previousConeLength = coneLength; + coneLength = value; + _UpdateInstancedProperties(); + } + } + + public float MaxConeLength + { + get + { + return maxConeLength; + } + set + { + previousMaxConeLength = maxConeLength; + maxConeLength = value; + _UpdateInstancedProperties(); + } + } + public float GlobalIntensity + { + get + { + return globalIntensity; + } + set + { + previousGlobalIntensity = globalIntensity; + globalIntensity = value; + _UpdateInstancedProperties(); + } + } + public float FinalIntensity + { + get + { + return finalIntensity; + } + set + { + previousFinalIntensity = finalIntensity; + finalIntensity = value; + _UpdateInstancedProperties(); + } + } + public int SelectGOBO + { + get + { + return selectGOBO; + } + set + { + previousGOBOSelection = selectGOBO; + selectGOBO = value; + _UpdateInstancedProperties(); + } + } + public bool EnableAudioLink + { + get + { + return enableAudioLink; + } + set + { + enableAudioLink = value; + _UpdateInstancedProperties(); + } + } + public int Band + { + get + { + return band; + } + set + { + band = value; + _UpdateInstancedProperties(); + } + } + public int Delay + { + get + { + return delay; + } + set + { + delay = value; + _UpdateInstancedProperties(); + } + } + public float BandMultiplier + { + get + { + return bandMultiplier; + } + set + { + bandMultiplier = value; + _UpdateInstancedProperties(); + } + } + public Vector2 TextureSamplingCoordinates + { + get + { + return textureSamplingCoordinates; + } + set + { + textureSamplingCoordinates = value; + _UpdateInstancedProperties(); + } + } + // public bool InvertPan + // { + // get + // { + // return invertPan; + // } + // set + // { + // invertPan = value; + // _UpdateInstancedProperties(); + // } + // } + // public bool InvertTilt + // { + // get + // { + // return invertTilt; + // } + // set + // { + // invertTilt = value; + // _UpdateInstancedProperties(); + // } + // } + public float SpinSpeed + { + get + { + return spinSpeed; + } + set + { + spinSpeed = value; + _UpdateInstancedProperties(); + } + } + public bool ProjectionSpin + { + get + { + return enableAutoSpin; + } + set + { + enableAutoSpin = value; + _UpdateInstancedProperties(); + } + } + public bool ColorChord + { + get + { + return enableColorChord; + } + set + { + enableColorChord = value; + _UpdateInstancedProperties(); + } + } + public bool ColorTextureSampling + { + get + { + return enableColorTextureSampling; + } + set + { + enableColorTextureSampling = value; + _UpdateInstancedProperties(); + } + } + // public float Pan + // { + // get + // { + // return panOffsetBlueGreen; + // } + // set + // { + // panOffsetBlueGreen = value; + // _UpdateInstancedProperties(); + // } + // } + // public float Tilt + // { + // get + // { + // return tiltOffsetBlue; + // } + // set + // { + // tiltOffsetBlue = value; + // _UpdateInstancedProperties(); + // } + // } + +/////////////////////////////////////////////////////////////////////////END PROPERTIES/////////////////////////////////////////////////////////////////////////////////////////////// + + public void _UpdateInstancedProperties() + { + if(props == null) + { + if(objRenderers.Length > 0 && objRenderers[0] != null) + { + _SetProps(); + } + else + { + Debug.Log("Please add atleast one fixture renderer."); + return; + } + } + //Color Texture Sampling + props.SetFloat("_TextureColorSampleX", textureSamplingCoordinates.x); + props.SetFloat("_TextureColorSampleY", textureSamplingCoordinates.y); + props.SetInt("_EnableColorTextureSample", enableColorTextureSampling == true ? 1 : 0); + + //AudioLink Stuff + props.SetFloat("_EnableAudioLink", enableAudioLink == true ? 1.0f : 0.0f); + props.SetInt("_EnableColorChord", enableColorChord == true ? 1 : 0); + //props.SetFloat("_NumBands", spectrumBands.Length); + props.SetFloat("_Delay", delay); + props.SetFloat("_BandMultiplier", bandMultiplier); + props.SetFloat("_Band", band); + //Movement Stuff + // props.SetInt("_PanInvert", invertPan == true ? 1 : 0); + // props.SetInt("_TiltInvert", invertTilt == true ? 1 : 0); + props.SetInt("_EnableSpin", enableAutoSpin == true ? 1 : 0); + props.SetFloat("_SpinSpeed", spinSpeed); + // props.SetFloat("_FixtureRotationX", tiltOffsetBlue); + // props.SetFloat("_FixtureBaseRotationY", panOffsetBlueGreen); + //Other Stuff + props.SetInt("_ProjectionSelection", selectGOBO); + props.SetColor("_Emission", lightColorTint); + props.SetFloat("_ConeWidth", coneWidth); + props.SetFloat("_GlobalIntensity", globalIntensity); + props.SetFloat("_FinalIntensity", finalIntensity); + props.SetFloat("_ConeLength", Mathf.Abs(coneLength - 10.0f)); + props.SetFloat("_MaxConeLength", maxConeLength); + // for(int i = 0; i < objRenderers.Length; i++) + // { + // objRenderers[i].SetPropertyBlock(props); + // } + switch(objRenderers.Length) + { + case 1: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + break; + case 2: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[0]) + objRenderers[1].SetPropertyBlock(props); + break; + case 3: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + break; + case 4: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + if(objRenderers[3]) + objRenderers[3].SetPropertyBlock(props); + break; + case 5: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + if(objRenderers[3]) + objRenderers[3].SetPropertyBlock(props); + if(objRenderers[4]) + objRenderers[4].SetPropertyBlock(props); + break; + default: + Debug.Log("Too many mesh renderers for this fixture!"); + break; + } + } + public void _UpdateInstancedPropertiesSansAudioLink() + { + if(props == null) + { + if(objRenderers.Length > 0 && objRenderers[0] != null) + { + _SetProps(); + } + else + { + Debug.Log("Please add atleast one fixture renderer."); + return; + } + } + //Color Texture Sampling + props.SetFloat("_TextureColorSampleX", textureSamplingCoordinates.x); + props.SetFloat("_TextureColorSampleY", textureSamplingCoordinates.y); + props.SetInt("_EnableColorTextureSample", enableColorTextureSampling == true ? 1 : 0); + + //AudioLink Stuff + props.SetFloat("_EnableAudioLink", 0.0f); + props.SetInt("_EnableColorChord", 0); + //props.SetFloat("_NumBands", spectrumBands.Length); + props.SetFloat("_Delay", delay); + props.SetFloat("_BandMultiplier", bandMultiplier); + props.SetFloat("_Band", band); + //Movement Stuff + // props.SetInt("_PanInvert", invertPan == true ? 1 : 0); + // props.SetInt("_TiltInvert", invertTilt == true ? 1 : 0); + props.SetInt("_EnableSpin", enableAutoSpin == true ? 1 : 0); + props.SetFloat("_SpinSpeed", spinSpeed); + // props.SetFloat("_FixtureRotationX", tiltOffsetBlue); + // props.SetFloat("_FixtureBaseRotationY", panOffsetBlueGreen); + //Other Stuff + props.SetInt("_ProjectionSelection", selectGOBO); + props.SetColor("_Emission", lightColorTint); + props.SetFloat("_ConeWidth", coneWidth); + props.SetFloat("_GlobalIntensity", globalIntensity); + props.SetFloat("_FinalIntensity", finalIntensity); + props.SetFloat("_ConeLength", Mathf.Abs(coneLength - 10.0f)); + props.SetFloat("_MaxConeLength", maxConeLength); + // for(int i = 0; i < objRenderers.Length; i++) + // { + // objRenderers[i].SetPropertyBlock(props); + // } + switch(objRenderers.Length) + { + case 1: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + break; + case 2: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[0]) + objRenderers[1].SetPropertyBlock(props); + break; + case 3: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + break; + case 4: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + if(objRenderers[3]) + objRenderers[3].SetPropertyBlock(props); + break; + case 5: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + if(objRenderers[3]) + objRenderers[3].SetPropertyBlock(props); + if(objRenderers[4]) + objRenderers[4].SetPropertyBlock(props); + break; + default: + Debug.Log("Too many mesh renderers for this fixture!"); + break; + } + } + void Init(bool withAL) + { + if(objRenderers[0] == null) + { + return; + } + if(objRenderers.Length > 0) + { + _SetProps(); + previousColorTint = lightColorTint; + previousConeWidth = coneWidth; + previousConeLength = coneLength; + previousMaxConeLength = maxConeLength; + previousGOBOSelection = selectGOBO; + previousGlobalIntensity = globalIntensity; + previousFinalIntensity = finalIntensity; + if(withAL) + { + _UpdateInstancedProperties(); + } + else + { + _UpdateInstancedPropertiesSansAudioLink(); + } + } + else + { + Debug.Log("Please add atleast one fixture renderer."); + //enableInstancing = false; + } + } + //EDITOR STUFF + #if !COMPILER_UDONSHARP && UNITY_EDITOR + + void SetConstraints(VRStageLighting_AudioLink_Static fixture) + { + + UnityEngine.Animations.ConstraintSource s = new UnityEngine.Animations.ConstraintSource(); + s.sourceTransform = fixture.targetToFollow; + s.weight = 1.0f; + if(fixture.targetConstraint.sourceCount <= 0) + { + fixture.targetConstraint.AddSource(s); + } + else + { + fixture.targetConstraint.SetSource(0,s); + } + //Debug.Log(fixture.name + " is set to follow " + fixture.targetConstraint.GetSource(0).sourceTransform.name); + } + public void _CheckConstraints(VRStageLighting_AudioLink_Static fixture) + { + if(fixture.targetToFollow != null) + { + if(fixture.targetConstraint == null) + { + //Debug.Log("Couldn't Find Target Constraint... Attempting To grab it"); + bool hasConstraint = false; + UnityEngine.Animations.AimConstraint[] childs = fixture.GetComponentsInChildren(); + foreach(UnityEngine.Animations.AimConstraint x in childs) + { + if(x.gameObject.name.Contains("Head")) + { + fixture.targetConstraint = x; + hasConstraint = true; + break; + } + } + if(!hasConstraint) + { + Debug.Log("This fixture does not support target following/tracking"); + fixture.targetToFollow = null; + } + else + { + SetConstraints(fixture); + } + } + else + { + //Debug.Log("Found Target Constraint " + fixture.targetConstraint.name + ". Attempting to update source..."); + if(fixture.targetConstraint.sourceCount > 0) + { + //Debug.Log("Constraint already has source... Updating it..."); + if(fixture.targetConstraint.GetSource(0).sourceTransform != fixture.targetToFollow) + { + SetConstraints(fixture); + } + } + else + { + //Debug.Log("Constraint does not have a source... Updating it..."); + SetConstraints(fixture); + } + } + } + } + + + private void OnDrawGizmos() + { + this.UpdateProxy(ProxySerializationPolicy.RootOnly); + Gizmos.color = lightColorTint; + if(targetToFollow != null) + { + Gizmos.DrawWireSphere(targetToFollow.position, 0.25f); + } + Gizmos.DrawWireSphere(transform.position, 0.05f); + } + //Handle Duplication Events + void OnValidate() + { + Event e = Event.current; + + if (e != null) + { + if (e.type == EventType.ExecuteCommand && e.commandName == "Duplicate") + { + Init(false); + return; + } + } + } + #endif +} diff --git a/Scripts/VRStageLighting_AudioLink_Static.cs.meta b/Scripts/VRStageLighting_AudioLink_Static.cs.meta new file mode 100644 index 0000000..038ec4e --- /dev/null +++ b/Scripts/VRStageLighting_AudioLink_Static.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2db36852c028d65459009d356c564dc4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/VRStageLighting_DMX_Static.asset b/Scripts/VRStageLighting_DMX_Static.asset new file mode 100644 index 0000000..6df5ce1 --- /dev/null +++ b/Scripts/VRStageLighting_DMX_Static.asset @@ -0,0 +1,3019 @@ +%YAML 1.1 +%TAG !u! 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Use this to choose which universe + to read the DMX Channel from. + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: useLegacySectorMode + - Name: $v + Entry: 7 + Data: 17|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 18|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 4 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemBoolean + - Name: symbolOriginalName + Entry: 1 + Data: useLegacySectorMode + - Name: symbolUniqueName + Entry: 1 + Data: useLegacySectorMode + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 19|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 1 + - Name: + Entry: 7 + Data: 20|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Enables the legacy 'Sector' based method of assigning DMX Channels. 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A Sector in this context + is every 13 Channels. 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Do not worry about this value if + you are not using a single-channeled fixture. + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 33|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 0 + - Name: max + Entry: 4 + Data: 12 + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: legacyGoboRange + - Name: $v + Entry: 7 + Data: 34|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 35|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 4 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemBoolean + - Name: symbolOriginalName + Entry: 1 + Data: legacyGoboRange + - Name: symbolUniqueName + Entry: 1 + Data: legacyGoboRange + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 36|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: globalIntensity + - Name: $v + Entry: 7 + Data: 37|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 38|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 7 + Data: 39|System.RuntimeType, mscorlib + - Name: + Entry: 1 + Data: System.Single, mscorlib + - Name: + Entry: 8 + Data: + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: globalIntensity + - Name: symbolUniqueName + Entry: 1 + Data: globalIntensity + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 40|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 4 + - Name: + Entry: 7 + Data: 41|UnityEngine.SpaceAttribute, UnityEngine.CoreModule + - Name: height + Entry: 4 + Data: 5 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 42|UnityEngine.HeaderAttribute, UnityEngine.CoreModule + - Name: header + Entry: 1 + Data: General Settings + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 43|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 0 + - Name: max + Entry: 4 + Data: 1 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 44|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Sets the overall intensity of the shader. Good for animating or scripting + effects related to intensity. 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Leave it at default white for DMX mode. + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 55|UnityEngine.ColorUsageAttribute, UnityEngine.CoreModule + - Name: showAlpha + Entry: 5 + Data: false + - Name: hdr + Entry: 5 + Data: true + - Name: minBrightness + Entry: 4 + Data: 0 + - Name: maxBrightness + Entry: 4 + Data: 8 + - Name: minExposureValue + Entry: 4 + Data: 0.125 + - Name: maxExposureValue + Entry: 4 + Data: 3 + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: invertPan + - Name: $v + Entry: 7 + Data: 56|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 57|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 4 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - 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Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: invertTilt + - Name: $v + Entry: 7 + Data: 62|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 63|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 4 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemBoolean + - Name: symbolOriginalName + Entry: 1 + Data: invertTilt + - Name: symbolUniqueName + Entry: 1 + Data: invertTilt + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 64|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 1 + - Name: + Entry: 7 + Data: 65|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Invert the tilt values (Up/Down Movement) for movers. + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: isUpsideDown + - Name: $v + Entry: 7 + Data: 66|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 67|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 4 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemBoolean + - Name: symbolOriginalName + Entry: 1 + Data: isUpsideDown + - Name: symbolUniqueName + Entry: 1 + Data: isUpsideDown + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 68|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 1 + - Name: + Entry: 7 + Data: 69|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Enable this if the mover is hanging upside down. + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: enableAutoSpin + - Name: $v + Entry: 7 + Data: 70|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 71|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 4 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemBoolean + - Name: symbolOriginalName + Entry: 1 + Data: enableAutoSpin + - Name: symbolUniqueName + Entry: 1 + Data: enableAutoSpin + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 72|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 3 + - Name: + Entry: 7 + Data: 73|UnityEngine.SpaceAttribute, UnityEngine.CoreModule + - Name: height + Entry: 4 + Data: 5 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 74|UnityEngine.HeaderAttribute, UnityEngine.CoreModule + - Name: header + Entry: 1 + Data: Fixture Settings + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 75|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Enable projection spinning (Udon Override Only). + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: enableStrobe + - Name: $v + Entry: 7 + Data: 76|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 77|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 4 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemBoolean + - Name: symbolOriginalName + Entry: 1 + Data: enableStrobe + - Name: symbolUniqueName + Entry: 1 + Data: enableStrobe + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 78|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 1 + - Name: + Entry: 7 + Data: 79|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Enable strobe effects (via DMX Only). + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: tiltOffsetBlue + - Name: $v + Entry: 7 + Data: 80|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 81|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 39 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: tiltOffsetBlue + - Name: symbolUniqueName + Entry: 1 + Data: tiltOffsetBlue + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 82|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 2 + - Name: + Entry: 7 + Data: 83|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 0 + - Name: max + Entry: 4 + Data: 360 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 84|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Tilt (Up/Down) offset/movement. Directly controls tilt when in Udon Mode; + is an offset when in DMX mode. + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: startTiltOffset + - Name: $v + Entry: 7 + Data: 85|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 86|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 39 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: startTiltOffset + - Name: symbolUniqueName + Entry: 1 + Data: startTiltOffset + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 87|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: panOffsetBlueGreen + - Name: $v + Entry: 7 + Data: 88|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 89|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 39 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: panOffsetBlueGreen + - Name: symbolUniqueName + Entry: 1 + Data: panOffsetBlueGreen + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 90|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 2 + - Name: + Entry: 7 + Data: 91|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 0 + - Name: max + Entry: 4 + Data: 360 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 92|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Pan (Left/Right) offset/movement. Directly controls pan when in Udon + Mode; is an offset when in DMX mode. + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: startPanOffset + - Name: $v + Entry: 7 + Data: 93|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 94|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 39 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: startPanOffset + - Name: symbolUniqueName + Entry: 1 + Data: startPanOffset + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 95|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: selectGOBO + - Name: $v + Entry: 7 + Data: 96|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 97|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 10 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemInt32 + - Name: symbolOriginalName + Entry: 1 + Data: selectGOBO + - Name: symbolUniqueName + Entry: 1 + Data: selectGOBO + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 98|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 2 + - Name: + Entry: 7 + Data: 99|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 1 + - Name: max + Entry: 4 + Data: 8 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 100|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Use this to change what projection is selected. This is overridden in + DMX mode. + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: objRenderers + - Name: $v + Entry: 7 + Data: 101|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 102|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 7 + Data: 103|System.RuntimeType, mscorlib + - Name: + Entry: 1 + Data: UnityEngine.MeshRenderer[], UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: UnityEngineMeshRendererArray + - Name: symbolOriginalName + Entry: 1 + Data: objRenderers + - Name: symbolUniqueName + Entry: 1 + Data: objRenderers + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 104|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 1 + - Name: + Entry: 7 + Data: 105|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: The meshes used to make up the light. You need atleast 1 mesh in this + group for the script to work properly. + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: coneWidth + - Name: $v + Entry: 7 + Data: 106|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 107|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 39 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: coneWidth + - Name: symbolUniqueName + Entry: 1 + Data: coneWidth + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 108|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 2 + - Name: + Entry: 7 + Data: 109|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 0 + - Name: max + Entry: 4 + Data: 5.5 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 110|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Controls the radius of a mover/spot light. + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: coneLength + - Name: $v + Entry: 7 + Data: 111|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 112|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 39 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: coneLength + - Name: symbolUniqueName + Entry: 1 + Data: coneLength + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 113|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 2 + - Name: + Entry: 7 + Data: 114|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 0.5 + - Name: max + Entry: 4 + Data: 10 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 115|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Controls the length of the cone of a mover/spot light. + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: maxConeLength + - Name: $v + Entry: 7 + Data: 116|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 117|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 39 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: maxConeLength + - Name: symbolUniqueName + Entry: 1 + Data: maxConeLength + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 118|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 2 + - Name: + Entry: 7 + Data: 119|UnityEngine.RangeAttribute, UnityEngine.CoreModule + - Name: min + Entry: 4 + Data: 0.275 + - Name: max + Entry: 4 + Data: 10 + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: 120|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Controls the mesh length of the cone of a mover/spot light + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: calculatedDMXChannel + - Name: $v + Entry: 7 + Data: 121|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 122|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 10 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemInt32 + - Name: symbolOriginalName + Entry: 1 + Data: calculatedDMXChannel + - Name: symbolUniqueName + Entry: 1 + Data: calculatedDMXChannel + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 123|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 1 + - Name: + Entry: 7 + Data: 124|UnityEngine.ColorUsageAttribute, UnityEngine.CoreModule + - Name: showAlpha + Entry: 5 + Data: true + - Name: hdr + Entry: 5 + Data: true + - Name: minBrightness + Entry: 4 + Data: 0 + - Name: maxBrightness + Entry: 4 + Data: 8 + - Name: minExposureValue + Entry: 4 + Data: 0.125 + - Name: maxExposureValue + Entry: 4 + Data: 3 + - Name: + Entry: 8 + Data: + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: calculatedDMXUniverse + - Name: $v + Entry: 7 + Data: 125|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 126|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 10 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemInt32 + - Name: symbolOriginalName + Entry: 1 + Data: calculatedDMXUniverse + - Name: symbolUniqueName + Entry: 1 + Data: calculatedDMXUniverse + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 127|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: maxMinPan + - Name: $v + Entry: 7 + Data: 128|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 129|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 39 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: maxMinPan + - Name: symbolUniqueName + Entry: 1 + Data: maxMinPan + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 130|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: maxMinTilt + - Name: $v + Entry: 7 + Data: 131|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 132|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 39 + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: maxMinTilt + - Name: symbolUniqueName + Entry: 1 + Data: maxMinTilt + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 133|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: wasChanged + - Name: $v + Entry: 7 + Data: 134|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 135|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 4 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemBoolean + - Name: symbolOriginalName + Entry: 1 + Data: wasChanged + - Name: symbolUniqueName + Entry: 1 + Data: wasChanged + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 136|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: props + - Name: $v + Entry: 7 + Data: 137|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 138|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 7 + Data: 139|System.RuntimeType, mscorlib + - Name: + Entry: 1 + Data: UnityEngine.MaterialPropertyBlock, UnityEngine.CoreModule + - Name: + Entry: 8 + Data: + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: UnityEngineMaterialPropertyBlock + - Name: symbolOriginalName + Entry: 1 + Data: props + - Name: symbolUniqueName + Entry: 1 + Data: props + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 140|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: enableInstancing + - Name: $v + Entry: 7 + Data: 141|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 142|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 4 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemBoolean + - Name: symbolOriginalName + Entry: 1 + Data: enableInstancing + - Name: symbolUniqueName + Entry: 1 + Data: enableInstancing + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 143|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], + mscorlib + - Name: + Entry: 12 + Data: 0 + - Name: + Entry: 13 + Data: + - Name: + Entry: 8 + Data: + - Name: userBehaviourSource + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 8 + Data: + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: targetPanAngle + - Name: $v + Entry: 7 + Data: 144|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 145|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 9 + Data: 39 + - Name: declarationType + Entry: 3 + Data: 2 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemSingle + - Name: symbolOriginalName + Entry: 1 + Data: targetPanAngle + - Name: symbolUniqueName + Entry: 1 + Data: targetPanAngle + - Name: symbolDefaultValue + Entry: 6 + Data: + - 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Most standard VRSL fixtures are 13 channels")] + public int dmxChannel = 1; + [Tooltip ("The industry standard Artnet Universe. Use this to choose which universe to read the DMX Channel from.")] + public int dmxUniverse = 1; + [Tooltip ("Enables the legacy 'Sector' based method of assigning DMX Channels. Keep this unchecked to use industry standard DMX Channels.")] + + public bool useLegacySectorMode = false; + [Tooltip ("Enables single channel DMX mode for this fixture. This is for single channeled fixtures instead of the standard 13-channeled ones. Currently, the 'Flasher' fixture is the only single-channeled fixture at the moment")] + public bool singleChannelMode = false; + [Tooltip ("Chooses the DMX Address to start this fixture at. A Sector in this context is every 13 Channels. I.E Sector 0 is channels 1-13, Sector 1 is channels 14-26, etc.")] + public int sector; + [Tooltip ("Chooses the which of the 13 Channels of the current sector to sample from when single channel mode is enabled. Do not worry about this value if you are not using a single-channeled fixture.")] + [Range(0.0f, 12.0f)] + public int Channel = 0; + public bool legacyGoboRange; + [Space(5)] + [Header("General Settings")] + [Range(0,1)] + [Tooltip ("Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity.")] + public float globalIntensity = 1; + [Range(0,1)] + [Tooltip ("Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI.")] + public float finalIntensity = 1; + [Tooltip ("The main color of the light. Leave it at default white for DMX mode.")] + [ColorUsage(false,true)] + public Color lightColorTint = Color.white * 2.0f; + [Space(5)] + [Header("Movement Settings")] + [Tooltip ("Invert the pan values (Left/Right Movement) for movers.")] + public bool invertPan; + [Tooltip ("Invert the tilt values (Up/Down Movement) for movers.")] + public bool invertTilt; + [Tooltip ("Enable this if the mover is hanging upside down.")] + public bool isUpsideDown; + [Space(5)] + [Header("Fixture Settings")] + [Tooltip ("Enable projection spinning (Udon Override Only).")] + public bool enableAutoSpin = true; + [Tooltip ("Enable strobe effects (via DMX Only).")] + public bool enableStrobe = true; + [Range(0,360.0f)] + [Tooltip ("Tilt (Up/Down) offset/movement. Directly controls tilt when in Udon Mode; is an offset when in DMX mode.")] + public float tiltOffsetBlue = 90.0f; + float startTiltOffset; + + [Range(0,360.0f)] + [Tooltip ("Pan (Left/Right) offset/movement. Directly controls pan when in Udon Mode; is an offset when in DMX mode.")] + public float panOffsetBlueGreen = 0.0f; + float startPanOffset; + [Range(1,8)] + [Tooltip ("Use this to change what projection is selected. This is overridden in DMX mode.")] + public int selectGOBO = 1; + + //[Header("Mesh Settings")] + [Tooltip ("The meshes used to make up the light. You need atleast 1 mesh in this group for the script to work properly.")] + public MeshRenderer[] objRenderers; + + [Range(0, 5.5f)] + [Tooltip ("Controls the radius of a mover/spot light.")] + public float coneWidth = 2.5f; + + [Range(0.5f,10.0f)] + [Tooltip ("Controls the length of the cone of a mover/spot light.")] + public float coneLength = 8.5f; + + [Range(0.275f,10.0f)] + [Tooltip ("Controls the mesh length of the cone of a mover/spot light")] + //[FieldChangeCallback(nameof(MaxConeLength))] + // [SerializeField] + public float maxConeLength = 1.0f; + [ColorUsage(true, true)] + private int calculatedDMXChannel; + private int calculatedDMXUniverse; + + public float maxMinPan = 180f; + public float maxMinTilt = -180f; + + + + /////////////////Private Variables////////////////// + private bool wasChanged; + MaterialPropertyBlock props; + bool enableInstancing; + float targetPanAngle, targetTiltAngle; + private Vector3 targetToFollowLast; + private Color previousColorTint; + private Transform previousTargetToFollowTransform; + + private float previousConeWidth, previousConeLength, previousGlobalIntensity, previousFinalIntensity, previousMaxConeLength; + private int previousGOBOSelection; + [HideInInspector] + public bool foldout; + + void Start() + { + Init(true); + } + + void Init(bool withDMX) + { + if(objRenderers.Length > 0 && objRenderers[0] != null) + { + _SetProps(); + previousColorTint = lightColorTint; + previousConeWidth = coneWidth; + previousConeLength = coneLength; + previousMaxConeLength = maxConeLength; + previousGOBOSelection = selectGOBO; + previousGlobalIntensity = globalIntensity; + previousFinalIntensity = finalIntensity; + if(withDMX) + { + _UpdateInstancedProperties(); + } + else + { + _UpdateInstancedPropertiesSansDMX(); + } + } + else + { + Debug.Log("Please add atleast one fixture renderer."); + //enableInstancing = false; + } + } + public void _SetProps() + { + props = new MaterialPropertyBlock(); + } + + int SectorConversion() + { + int x = Mathf.Abs(Mathf.FloorToInt((int) sector * 13) + 1); + // = calculatedDMXChannel;//outgoing channel + // float z = calculatedDMXChannel/512.0f; + //Debug.Log(z); + #if UNITY_EDITOR //ALL BELOW IS FOR INSPECTOR ONLY + //TODO: FIND A BETTER WAY TO CALCULATE THIS + calculatedDMXChannel = x; + calculatedDMXUniverse = 1; + // int u = Mathf.FloorToInt(z); //universe + // int c = calculatedDMXChannel - ((u - 1) * 512); + if(calculatedDMXChannel > 512 && calculatedDMXChannel < (512 * 2) + 8 ) + { + calculatedDMXChannel -= (512+8); //universe 2 + calculatedDMXUniverse = 2; + } + else if (calculatedDMXChannel > (512 * 2) && calculatedDMXChannel < (512 * 3) + 13 ) + { + calculatedDMXChannel -= ((512*2)+3) + (13 * 1); //universe 3 + calculatedDMXUniverse = 3; + } + else if (calculatedDMXChannel > 512 * 3 + 13 && calculatedDMXChannel < (512 * 4) + 21) + { + calculatedDMXChannel -= ((512*3)+11) + (13 * 1); // universe 4 + calculatedDMXUniverse = 4; + } + else if (calculatedDMXChannel > 512 * 4 + 21 && calculatedDMXChannel < (512 * 5) + 16 ) + { + calculatedDMXChannel -= ((512*4)+6) + (13 * 2); + calculatedDMXUniverse = 5; + } + else if (calculatedDMXChannel > 512 * 5 && calculatedDMXChannel < 512 * 6 ) + { + calculatedDMXChannel -= ((512*5)+1); + calculatedDMXUniverse = 6; + } + else if (calculatedDMXChannel > 512 * 6 && calculatedDMXChannel < 512 * 7 ) + { + calculatedDMXChannel -= ((512*6)+9); + calculatedDMXUniverse = 7; + } + else if (calculatedDMXChannel > 512 * 7 && calculatedDMXChannel < 512 * 8 ) + { + calculatedDMXChannel -= ((512*7)+4); + calculatedDMXUniverse = 8; + } + else if (calculatedDMXChannel > 512 * 8 && calculatedDMXChannel < 512 * 9 ) + { + calculatedDMXChannel -= ((512*8)-1); + calculatedDMXUniverse = 9; + } + #endif + // Debug.Log("Current Channel: " + x); + return x; + } + + int RawDMXConversion() + { + calculatedDMXChannel = dmxChannel; + calculatedDMXUniverse = dmxUniverse; + int chan = Mathf.Abs(dmxChannel + ((dmxUniverse-1) * 512) + ((dmxUniverse-1) * 8)); + // Debug.Log("Channel: " + chan); + return chan; + } + public void _UpdateInstancedProperties() + { + if(props == null) + { + if(objRenderers.Length > 0 && objRenderers[0] != null) + { + _SetProps(); + } + else + { + Debug.Log("Please add atleast one fixture renderer."); + return; + } + } + if(useLegacySectorMode) + { + if(singleChannelMode) + { + // calculatedDMXChannel = Mathf.Abs(Mathf.FloorToInt((int) sector * 13) + 1) + Mathf.Abs(Channel); + props.SetInt("_DMXChannel", SectorConversion() + Mathf.Abs(Channel)); + } + else + { + props.SetInt("_DMXChannel", SectorConversion()); + } + // calculatedDMXUniverse = Mathf.FloorToInt(calculatedDMXChannel / 512) + 1; + // calculatedDMXChannel = calculatedDMXChannel - ((calculatedDMXUniverse - 1) * 512); + } + else + { + props.SetInt("_DMXChannel", RawDMXConversion()); + } + + props.SetInt("_PanInvert", invertPan == true ? 1 : 0); + props.SetInt("_LegacyGoboRange", legacyGoboRange == true ? 1 : 0); + props.SetInt("_TiltInvert", invertTilt == true ? 1 : 0); + props.SetInt("_EnableStrobe", enableStrobe == true ? 1 : 0); + props.SetInt("_EnableSpin", enableAutoSpin == true ? 1 : 0); + props.SetInt("_EnableOSC", enableDMXChannels == true ? 1 : 0); + props.SetInt("_ProjectionSelection", selectGOBO); + props.SetFloat("_FixtureRotationX", tiltOffsetBlue); + props.SetFloat("_FixtureBaseRotationY", panOffsetBlueGreen); + props.SetColor("_Emission", lightColorTint); + props.SetFloat("_ConeWidth", coneWidth); + props.SetFloat("_GlobalIntensity", globalIntensity); + props.SetFloat("_FinalIntensity", finalIntensity); + props.SetFloat("_ConeLength", Mathf.Abs(coneLength - 10.5f)); + props.SetFloat("_MaxConeLength", maxConeLength); + props.SetFloat("_MaxMinPanAngle", (maxMinPan/2.0f)); + props.SetFloat("_MaxMinTiltAngle", (maxMinTilt/2.0f)); + switch(objRenderers.Length) + { + case 1: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + break; + case 2: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[0]) + objRenderers[1].SetPropertyBlock(props); + break; + case 3: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + break; + case 4: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + if(objRenderers[3]) + objRenderers[3].SetPropertyBlock(props); + break; + case 5: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + if(objRenderers[3]) + objRenderers[3].SetPropertyBlock(props); + if(objRenderers[4]) + objRenderers[4].SetPropertyBlock(props); + break; + default: + Debug.Log("Too many mesh renderers for this fixture!"); + break; + } + } + public void _UpdateInstancedPropertiesSansDMX() + { + if(props == null) + { + if(objRenderers.Length > 0 && objRenderers[0] != null) + { + _SetProps(); + } + else + { + Debug.Log("Please add atleast one fixture renderer."); + return; + } + } + if(useLegacySectorMode) + { + if(singleChannelMode) + { + // calculatedDMXChannel = Mathf.Abs(Mathf.FloorToInt((int) sector * 13) + 1) + Mathf.Abs(Channel); + props.SetInt("_DMXChannel", SectorConversion() + Mathf.Abs(Channel)); + } + else + { + props.SetInt("_DMXChannel", SectorConversion()); + } + // calculatedDMXUniverse = Mathf.FloorToInt(calculatedDMXChannel / 512) + 1; + // calculatedDMXChannel = calculatedDMXChannel - ((calculatedDMXUniverse - 1) * 512); + } + else + { + props.SetInt("_DMXChannel", RawDMXConversion()); + } + props.SetInt("_PanInvert", invertPan == true ? 1 : 0); + props.SetInt("_TiltInvert", invertTilt == true ? 1 : 0); + props.SetInt("_LegacyGoboRange", legacyGoboRange == true ? 1 : 0); + props.SetInt("_EnableStrobe", 0); + props.SetInt("_EnableSpin", enableAutoSpin == true ? 1 : 0); + props.SetInt("_EnableOSC", 0); + props.SetInt("_ProjectionSelection", selectGOBO); + props.SetFloat("_FixtureRotationX", tiltOffsetBlue); + props.SetFloat("_FixtureBaseRotationY", panOffsetBlueGreen); + props.SetColor("_Emission", lightColorTint); + props.SetFloat("_ConeWidth", coneWidth); + props.SetFloat("_GlobalIntensity", globalIntensity); + props.SetFloat("_FinalIntensity", finalIntensity); + props.SetFloat("_ConeLength", Mathf.Abs(coneLength - 10.5f)); + props.SetFloat("_MaxConeLength", maxConeLength); + props.SetFloat("_MaxMinPanAngle", (maxMinPan/2.0f)); + props.SetFloat("_MaxMinTiltAngle", (maxMinTilt/2.0f)); + switch(objRenderers.Length) + { + case 1: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + break; + case 2: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[0]) + objRenderers[1].SetPropertyBlock(props); + break; + case 3: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + break; + case 4: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + if(objRenderers[3]) + objRenderers[3].SetPropertyBlock(props); + break; + case 5: + if(objRenderers[0]) + objRenderers[0].SetPropertyBlock(props); + if(objRenderers[1]) + objRenderers[1].SetPropertyBlock(props); + if(objRenderers[2]) + objRenderers[2].SetPropertyBlock(props); + if(objRenderers[3]) + objRenderers[3].SetPropertyBlock(props); + if(objRenderers[4]) + objRenderers[4].SetPropertyBlock(props); + break; + default: + Debug.Log("Too many mesh renderers for this fixture!"); + break; + } + } + /////////////////////////////////////////////////////////////////////////PROPERTIES/////////////////////////////////////////////////////////////////////////////////////////////// + public Color LightColorTint + { + get + { + return lightColorTint; + } + set + { + previousColorTint = lightColorTint; + lightColorTint = value; + _UpdateInstancedProperties(); + } + } + public float ConeWidth + { + get + { + return coneWidth; + } + set + { + previousConeWidth = coneWidth; + coneWidth = value; + _UpdateInstancedProperties(); + } + } + public float ConeLength + { + get + { + return ConeLength; + } + set + { + previousConeLength = coneLength; + coneLength = value; + _UpdateInstancedProperties(); + } + } + public float MaxConeLength + { + get + { + return MaxConeLength; + } + set + { + previousMaxConeLength = maxConeLength; + maxConeLength = value; + _UpdateInstancedProperties(); + } + } + public float GlobalIntensity + { + get + { + return globalIntensity; + } + set + { + previousGlobalIntensity = globalIntensity; + globalIntensity = value; + _UpdateInstancedProperties(); + } + } + public float FinalIntensity + { + get + { + return finalIntensity; + } + set + { + previousFinalIntensity = finalIntensity; + finalIntensity = value; + _UpdateInstancedProperties(); + } + } + public int SelectGOBO + { + get + { + return selectGOBO; + } + set + { + previousGOBOSelection = selectGOBO; + selectGOBO = value; + _UpdateInstancedProperties(); + } + } + public bool InvertPan + { + get + { + return invertPan; + } + set + { + invertPan = value; + _UpdateInstancedProperties(); + } + } + public bool InvertTilt + { + get + { + return invertTilt; + } + set + { + invertTilt = value; + _UpdateInstancedProperties(); + } + } + public bool IsDMX + { + get + { + return enableDMXChannels; + } + set + { + enableDMXChannels = value; + _UpdateInstancedProperties(); + } + } + public bool ProjectionSpin + { + get + { + return enableAutoSpin; + } + set + { + enableAutoSpin = value; + _UpdateInstancedProperties(); + } + } + public float Pan + { + get + { + return panOffsetBlueGreen; + } + set + { + panOffsetBlueGreen = value; + _UpdateInstancedProperties(); + } + } + public float Tilt + { + get + { + return tiltOffsetBlue; + } + set + { + tiltOffsetBlue = value; + _UpdateInstancedProperties(); + } + } + + public string _DMXChannelToString() + { + return "DMX Channel: " + calculatedDMXChannel + " Universe: " + calculatedDMXUniverse; + } + + public int _GetUniverse() + { + return calculatedDMXUniverse; + } + public int _GetDMXChannel() + { + return calculatedDMXChannel; + } +/////////////////////////////////////////////////////////////////////////END PROPERTIES/////////////////////////////////////////////////////////////////////////////////////////////// + +#if !COMPILER_UDONSHARP && UNITY_EDITOR + void OnValidate() + { + Event e = Event.current; + + if (e != null) + { + if (e.type == EventType.ExecuteCommand && e.commandName == "Duplicate") + { + Init(false); + 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13.0 : x@$$float y = DMXChannel + / 13.0@$y = frac(y)== 0.00000 ? y - 1 : y@$$if(x == 13.0)${$ y = DMXChannel + >= 90 && DMXChannel <= 404 ? y - 1 : y@$ y = DMXChannel >= 676 && DMXChannel + <= 819 ? y - 1 : y@$ y = DMXChannel >= 1339 ? y - 1 : y@$}$$float2 xAndy = + float2(x,y)@$$return xAndy@;2;Create;1;True;DMXChannel;INT;0;In;;Float;False;Base + Read;False;False;0;;False;1;0;INT;0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.FunctionOutput;0;1186.409,-284.8898;Inherit;False;True;-1;Channel + Value;0;False;1;0;FLOAT;0;False;1;FLOAT;0\nWireConnection;87;0;96;0\nWireConnection;82;0;80;0\nWireConnection;82;1;83;0\nWireConnection;82;2;79;0\nWireConnection;82;3;84;0\nWireConnection;93;0;98;0\nWireConnection;93;1;82;0\nWireConnection;94;0;77;0\nWireConnection;95;0;78;0\nWireConnection;98;0;97;0\nWireConnection;97;0;96;0\nWireConnection;84;0;87;0\nWireConnection;84;1;95;0\nWireConnection;84;2;95;1\nWireConnection;79;0;95;0\nWireConnection;79;1;95;1\nWireConnection;78;0;94;0\nWireConnection;0;0;93;1\nASEEND*/\n//CHKSM=FCC07908F772689962C1253149198E4D809D26B9" + m_functionName: + m_description: A general purpose function for reading the DMX Grid from VRSL. Input + the DMX Channel and grid texture to read from. If you are using legacy mode, + set the legacy mode input to 1, otherwise, leave it at 0. + m_additionalIncludes: + m_additionalIncludes: [] + m_outsideIncludes: [] + m_additionalPragmas: + m_additionalPragmas: [] + m_outsidePragmas: [] + m_additionalDirectives: + m_validData: 0 + m_isDirty: 0 + m_moduleName: ' Additional Directives' + m_independentModule: 1 + m_customEdited: 0 + m_additionalDirectives: [] + m_shaderFunctionDirectives: [] + m_nativeDirectives: [] + m_nativeDirectivesIndex: -1 + m_nativeDirectivesFoldout: 0 + m_directivesSaveItems: [] + m_nodeCategory: 3 + m_customNodeCategory: + m_previewPosition: 0 + m_hidden: 0 + m_url: diff --git a/Shaders/Amplify/Functions/VRSL-ReadDMXRaw.asset.meta b/Shaders/Amplify/Functions/VRSL-ReadDMXRaw.asset.meta new file mode 100644 index 0000000..00937a7 --- /dev/null +++ b/Shaders/Amplify/Functions/VRSL-ReadDMXRaw.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 257ccf99ab7848440b204b69d9f82d8e +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Amplify/Shaders.meta b/Shaders/Amplify/Shaders.meta new file mode 100644 index 0000000..a559af2 --- /dev/null +++ b/Shaders/Amplify/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6adfa5349afc4da4caea9fff14814ed2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Amplify/Shaders/VRSL-AmplifySurface.shader b/Shaders/Amplify/Shaders/VRSL-AmplifySurface.shader new file mode 100644 index 0000000..6fec39a --- /dev/null +++ b/Shaders/Amplify/Shaders/VRSL-AmplifySurface.shader @@ -0,0 +1,404 @@ +// Upgrade NOTE: upgraded instancing buffer 'VRSLAmplifyVRSLAmplifySurface' to new syntax. + +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "VRSL/Amplify/VRSL-AmplifySurface" +{ + Properties + { + [Normal][SingleLineTexture]_NormalMap("Normal Map", 2D) = "bump" {} + [SingleLineTexture]_AlbedoMap("Albedo Map", 2D) = "white" {} + _DMXGrid("DMX Grid", 2D) = "white" {} + [SingleLineTexture]_MetallicSmoothnessMap("Metallic Smoothness Map", 2D) = "white" {} + _DMXStrobeTimer("DMX Strobe Timer", 2D) = "white" {} + [SingleLineTexture]_AmbientOcclusionMap("Ambient Occlusion Map", 2D) = "white" {} + [SingleLineTexture]_EmissionMask("Emission Mask", 2D) = "white" {} + _DMXChannel("DMX Channel", Int) = 0 + [Toggle]_LegacyMode("Legacy Mode?", Int) = 0 + [Toggle]_EnableStrobe("Can Strobe?", Int) = 1 + _UniversalIntensity("Universal Intensity", Range( 0 , 1)) = 1 + _GlobalIntensity("Global Intensity", Range( 0 , 1)) = 1 + _FinalIntensity("Final Intensity", Range( 0 , 1)) = 1 + _EmissionStrengthMultiplier("Emission Strength Multiplier", Range( 1 , 200)) = 1 + _MetallicStrength("Metallic Strength", Range( 0 , 1)) = 0 + _SmoothnessStrength("Smoothness Strength", Range( 0 , 1)) = 0 + _AmbientOcclusionStrength("Ambient Occlusion Strength", Range( 0 , 1)) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } + Cull Back + CGPROGRAM + #pragma target 3.0 + #pragma multi_compile_instancing + #define ASE_USING_SAMPLING_MACROS 1 + #if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (defined(SHADER_TARGET_SURFACE_ANALYSIS) && !defined(SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))//ASE Sampler Macros + #define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex.Sample(samplerTex,coord) + #define SAMPLE_TEXTURE2D_LOD(tex,samplerTex,coord,lod) tex.SampleLevel(samplerTex,coord, lod) + #define SAMPLE_TEXTURE2D_BIAS(tex,samplerTex,coord,bias) tex.SampleBias(samplerTex,coord,bias) + #define SAMPLE_TEXTURE2D_GRAD(tex,samplerTex,coord,ddx,ddy) tex.SampleGrad(samplerTex,coord,ddx,ddy) + #else//ASE Sampling Macros + #define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex2D(tex,coord) + #define SAMPLE_TEXTURE2D_LOD(tex,samplerTex,coord,lod) tex2Dlod(tex,float4(coord,0,lod)) + #define SAMPLE_TEXTURE2D_BIAS(tex,samplerTex,coord,bias) tex2Dbias(tex,float4(coord,0,bias)) + #define SAMPLE_TEXTURE2D_GRAD(tex,samplerTex,coord,ddx,ddy) tex2Dgrad(tex,coord,ddx,ddy) + #endif//ASE Sampling Macros + + #pragma surface surf Standard keepalpha addshadow fullforwardshadows + struct Input + { + float2 uv_texcoord; + }; + + UNITY_DECLARE_TEX2D_NOSAMPLER(_NormalMap); + SamplerState sampler_linear_repeat; + UNITY_DECLARE_TEX2D_NOSAMPLER(_AlbedoMap); + UNITY_DECLARE_TEX2D_NOSAMPLER(_EmissionMask); + UNITY_DECLARE_TEX2D_NOSAMPLER(_DMXStrobeTimer); + uniform int _LegacyMode; + float4 _DMXStrobeTimer_TexelSize; + SamplerState sampler_DMXStrobeTimer; + UNITY_DECLARE_TEX2D_NOSAMPLER(_DMXGrid); + float4 _DMXGrid_TexelSize; + SamplerState sampler_DMXGrid; + uniform float _UniversalIntensity; + uniform float _EmissionStrengthMultiplier; + UNITY_DECLARE_TEX2D_NOSAMPLER(_MetallicSmoothnessMap); + uniform float _MetallicStrength; + uniform float _SmoothnessStrength; + UNITY_DECLARE_TEX2D_NOSAMPLER(_AmbientOcclusionMap); + uniform float _AmbientOcclusionStrength; + + UNITY_INSTANCING_BUFFER_START(VRSLAmplifyVRSLAmplifySurface) + UNITY_DEFINE_INSTANCED_PROP(float4, _NormalMap_ST) +#define _NormalMap_ST_arr VRSLAmplifyVRSLAmplifySurface + UNITY_DEFINE_INSTANCED_PROP(float4, _AlbedoMap_ST) +#define _AlbedoMap_ST_arr VRSLAmplifyVRSLAmplifySurface + UNITY_DEFINE_INSTANCED_PROP(float4, _EmissionMask_ST) +#define _EmissionMask_ST_arr VRSLAmplifyVRSLAmplifySurface + UNITY_DEFINE_INSTANCED_PROP(float4, _MetallicSmoothnessMap_ST) +#define _MetallicSmoothnessMap_ST_arr VRSLAmplifyVRSLAmplifySurface + UNITY_DEFINE_INSTANCED_PROP(float4, _AmbientOcclusionMap_ST) +#define _AmbientOcclusionMap_ST_arr VRSLAmplifyVRSLAmplifySurface + UNITY_DEFINE_INSTANCED_PROP(int, _DMXChannel) +#define _DMXChannel_arr VRSLAmplifyVRSLAmplifySurface + UNITY_DEFINE_INSTANCED_PROP(int, _EnableStrobe) +#define _EnableStrobe_arr VRSLAmplifyVRSLAmplifySurface + UNITY_DEFINE_INSTANCED_PROP(float, _FinalIntensity) +#define _FinalIntensity_arr VRSLAmplifyVRSLAmplifySurface + UNITY_DEFINE_INSTANCED_PROP(float, _GlobalIntensity) +#define _GlobalIntensity_arr VRSLAmplifyVRSLAmplifySurface + UNITY_INSTANCING_BUFFER_END(VRSLAmplifyVRSLAmplifySurface) + + + float2 BaseRead( int DMXChannel ) + { + uint ch = abs(DMXChannel); + uint x = ch % 13; + x = x == 0.0 ? 13.0 : x; + float y = DMXChannel / 13.0; + y = frac(y)== 0.00000 ? y - 1 : y; + if(x == 13.0) + { + y = DMXChannel >= 90 && DMXChannel <= 404 ? y - 1 : y; + y = DMXChannel >= 676 && DMXChannel <= 819 ? y - 1 : y; + y = DMXChannel >= 1339 ? y - 1 : y; + } + float2 xAndy = float2(x,y); + return xAndy; + } + + + float2 LegacyRead( int channel, int sector ) + { + channel = channel - 1; + float x = 0.02000; + float y = 0.02000; + float ymod = floor(sector / 2.0); + float xmod = sector % 2.0; + x+= (xmod * 0.50); + y+= (ymod * 0.04); + x+= (channel * 0.04); + return float2(x,y); + } + + + float2 IndustryRead( float4 _OSCGridRenderTextureRAW_TexelSize, int x, int y ) + { + y = y + 1; + float resMultiplierX = (_OSCGridRenderTextureRAW_TexelSize.z / 13); + float2 xyUV = float2(0.0,0.0); + xyUV.x = ((x * resMultiplierX) * _OSCGridRenderTextureRAW_TexelSize.x); + xyUV.y = (y * resMultiplierX) * _OSCGridRenderTextureRAW_TexelSize.y; + xyUV.y -= 0.001; + xyUV.x -= 0.015; + return xyUV; + } + + + float SampleDMX88_g357( float4 c ) + { + float3 cRGB = float3(c.r, c.g, c.b); + float value = LinearRgbToLuminance(cRGB); + value = LinearToGammaSpaceExact(value); + return value; + } + + + float GetStrobe35_g356( float phase, float status, int toggle ) + { + half strobe = (sin(phase)); //Get sin wave + strobe = strobe > 0.0 ? 1.0 : 0.0; //turn to square wave + strobe = status > 0.2 ? strobe : 1; //minimum channel threshold set + strobe = toggle == 1 ? strobe : 1; //if toggle is not on, just output only 1 + return strobe; + } + + + float SampleDMX88_g351( float4 c ) + { + float3 cRGB = float3(c.r, c.g, c.b); + float value = LinearRgbToLuminance(cRGB); + value = LinearToGammaSpaceExact(value); + return value; + } + + + float SampleDMX88_g355( float4 c ) + { + float3 cRGB = float3(c.r, c.g, c.b); + float value = LinearRgbToLuminance(cRGB); + value = LinearToGammaSpaceExact(value); + return value; + } + + + float SampleDMX88_g353( float4 c ) + { + float3 cRGB = float3(c.r, c.g, c.b); + float value = LinearRgbToLuminance(cRGB); + value = LinearToGammaSpaceExact(value); + return value; + } + + + float SampleDMX88_g354( float4 c ) + { + float3 cRGB = float3(c.r, c.g, c.b); + float value = LinearRgbToLuminance(cRGB); + value = LinearToGammaSpaceExact(value); + return value; + } + + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float4 _NormalMap_ST_Instance = UNITY_ACCESS_INSTANCED_PROP(_NormalMap_ST_arr, _NormalMap_ST); + float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST_Instance.xy + _NormalMap_ST_Instance.zw; + o.Normal = UnpackNormal( SAMPLE_TEXTURE2D( _NormalMap, sampler_linear_repeat, uv_NormalMap ) ); + float4 _AlbedoMap_ST_Instance = UNITY_ACCESS_INSTANCED_PROP(_AlbedoMap_ST_arr, _AlbedoMap_ST); + float2 uv_AlbedoMap = i.uv_texcoord * _AlbedoMap_ST_Instance.xy + _AlbedoMap_ST_Instance.zw; + o.Albedo = SAMPLE_TEXTURE2D( _AlbedoMap, sampler_linear_repeat, uv_AlbedoMap ).rgb; + float4 _EmissionMask_ST_Instance = UNITY_ACCESS_INSTANCED_PROP(_EmissionMask_ST_arr, _EmissionMask_ST); + float2 uv_EmissionMask = i.uv_texcoord * _EmissionMask_ST_Instance.xy + _EmissionMask_ST_Instance.zw; + int temp_output_17_0_g356 = _LegacyMode; + int _DMXChannel_Instance = UNITY_ACCESS_INSTANCED_PROP(_DMXChannel_arr, _DMXChannel); + int temp_output_6_0_g356 = ( _DMXChannel_Instance + 4 ); + int DMXChannel78_g358 = abs( temp_output_6_0_g356 ); + float2 localBaseRead78_g358 = BaseRead( DMXChannel78_g358 ); + float2 break95_g358 = localBaseRead78_g358; + int channel79_g358 = (int)break95_g358.x; + int sector79_g358 = (int)break95_g358.y; + float2 localLegacyRead79_g358 = LegacyRead( channel79_g358 , sector79_g358 ); + float4 _OSCGridRenderTextureRAW_TexelSize84_g358 = _DMXStrobeTimer_TexelSize; + int x84_g358 = (int)break95_g358.x; + int y84_g358 = (int)break95_g358.y; + float2 localIndustryRead84_g358 = IndustryRead( _OSCGridRenderTextureRAW_TexelSize84_g358 , x84_g358 , y84_g358 ); + float phase35_g356 = SAMPLE_TEXTURE2D( _DMXStrobeTimer, sampler_DMXStrobeTimer, ( temp_output_17_0_g356 == 1 ? localLegacyRead79_g358 : localIndustryRead84_g358 ) ).r; + int DMXChannel78_g357 = abs( temp_output_6_0_g356 ); + float2 localBaseRead78_g357 = BaseRead( DMXChannel78_g357 ); + float2 break95_g357 = localBaseRead78_g357; + int channel79_g357 = (int)break95_g357.x; + int sector79_g357 = (int)break95_g357.y; + float2 localLegacyRead79_g357 = LegacyRead( channel79_g357 , sector79_g357 ); + float4 _OSCGridRenderTextureRAW_TexelSize84_g357 = _DMXGrid_TexelSize; + int x84_g357 = (int)break95_g357.x; + int y84_g357 = (int)break95_g357.y; + float2 localIndustryRead84_g357 = IndustryRead( _OSCGridRenderTextureRAW_TexelSize84_g357 , x84_g357 , y84_g357 ); + float4 c88_g357 = SAMPLE_TEXTURE2D( _DMXGrid, sampler_DMXGrid, ( temp_output_17_0_g356 == 1 ? localLegacyRead79_g357 : localIndustryRead84_g357 ) ); + float localSampleDMX88_g357 = SampleDMX88_g357( c88_g357 ); + float status35_g356 = localSampleDMX88_g357; + int _EnableStrobe_Instance = UNITY_ACCESS_INSTANCED_PROP(_EnableStrobe_arr, _EnableStrobe); + int toggle35_g356 = _EnableStrobe_Instance; + float localGetStrobe35_g356 = GetStrobe35_g356( phase35_g356 , status35_g356 , toggle35_g356 ); + int DMXChannel78_g351 = abs( _DMXChannel_Instance ); + float2 localBaseRead78_g351 = BaseRead( DMXChannel78_g351 ); + float2 break95_g351 = localBaseRead78_g351; + int channel79_g351 = (int)break95_g351.x; + int sector79_g351 = (int)break95_g351.y; + float2 localLegacyRead79_g351 = LegacyRead( channel79_g351 , sector79_g351 ); + float4 _OSCGridRenderTextureRAW_TexelSize84_g351 = _DMXGrid_TexelSize; + int x84_g351 = (int)break95_g351.x; + int y84_g351 = (int)break95_g351.y; + float2 localIndustryRead84_g351 = IndustryRead( _OSCGridRenderTextureRAW_TexelSize84_g351 , x84_g351 , y84_g351 ); + float4 c88_g351 = SAMPLE_TEXTURE2D( _DMXGrid, sampler_DMXGrid, ( _LegacyMode == 1 ? localLegacyRead79_g351 : localIndustryRead84_g351 ) ); + float localSampleDMX88_g351 = SampleDMX88_g351( c88_g351 ); + float temp_output_173_0 = localSampleDMX88_g351; + int temp_output_6_0_g352 = _LegacyMode; + int temp_output_8_0_g352 = ( _DMXChannel_Instance + 1 ); + int DMXChannel78_g355 = abs( temp_output_8_0_g352 ); + float2 localBaseRead78_g355 = BaseRead( DMXChannel78_g355 ); + float2 break95_g355 = localBaseRead78_g355; + int channel79_g355 = (int)break95_g355.x; + int sector79_g355 = (int)break95_g355.y; + float2 localLegacyRead79_g355 = LegacyRead( channel79_g355 , sector79_g355 ); + float4 _OSCGridRenderTextureRAW_TexelSize84_g355 = _DMXGrid_TexelSize; + int x84_g355 = (int)break95_g355.x; + int y84_g355 = (int)break95_g355.y; + float2 localIndustryRead84_g355 = IndustryRead( _OSCGridRenderTextureRAW_TexelSize84_g355 , x84_g355 , y84_g355 ); + float4 c88_g355 = SAMPLE_TEXTURE2D( _DMXGrid, sampler_DMXGrid, ( temp_output_6_0_g352 == 1 ? localLegacyRead79_g355 : localIndustryRead84_g355 ) ); + float localSampleDMX88_g355 = SampleDMX88_g355( c88_g355 ); + int temp_output_37_0_g352 = ( temp_output_8_0_g352 + 1 ); + int DMXChannel78_g353 = abs( temp_output_37_0_g352 ); + float2 localBaseRead78_g353 = BaseRead( DMXChannel78_g353 ); + float2 break95_g353 = localBaseRead78_g353; + int channel79_g353 = (int)break95_g353.x; + int sector79_g353 = (int)break95_g353.y; + float2 localLegacyRead79_g353 = LegacyRead( channel79_g353 , sector79_g353 ); + float4 _OSCGridRenderTextureRAW_TexelSize84_g353 = _DMXGrid_TexelSize; + int x84_g353 = (int)break95_g353.x; + int y84_g353 = (int)break95_g353.y; + float2 localIndustryRead84_g353 = IndustryRead( _OSCGridRenderTextureRAW_TexelSize84_g353 , x84_g353 , y84_g353 ); + float4 c88_g353 = SAMPLE_TEXTURE2D( _DMXGrid, sampler_DMXGrid, ( temp_output_6_0_g352 == 1 ? localLegacyRead79_g353 : localIndustryRead84_g353 ) ); + float localSampleDMX88_g353 = SampleDMX88_g353( c88_g353 ); + int DMXChannel78_g354 = abs( ( temp_output_37_0_g352 + 1 ) ); + float2 localBaseRead78_g354 = BaseRead( DMXChannel78_g354 ); + float2 break95_g354 = localBaseRead78_g354; + int channel79_g354 = (int)break95_g354.x; + int sector79_g354 = (int)break95_g354.y; + float2 localLegacyRead79_g354 = LegacyRead( channel79_g354 , sector79_g354 ); + float4 _OSCGridRenderTextureRAW_TexelSize84_g354 = _DMXGrid_TexelSize; + int x84_g354 = (int)break95_g354.x; + int y84_g354 = (int)break95_g354.y; + float2 localIndustryRead84_g354 = IndustryRead( _OSCGridRenderTextureRAW_TexelSize84_g354 , x84_g354 , y84_g354 ); + float4 c88_g354 = SAMPLE_TEXTURE2D( _DMXGrid, sampler_DMXGrid, ( temp_output_6_0_g352 == 1 ? localLegacyRead79_g354 : localIndustryRead84_g354 ) ); + float localSampleDMX88_g354 = SampleDMX88_g354( c88_g354 ); + float4 appendResult9_g352 = (float4(localSampleDMX88_g355 , localSampleDMX88_g353 , localSampleDMX88_g354 , 1.0)); + float _FinalIntensity_Instance = UNITY_ACCESS_INSTANCED_PROP(_FinalIntensity_arr, _FinalIntensity); + float _GlobalIntensity_Instance = UNITY_ACCESS_INSTANCED_PROP(_GlobalIntensity_arr, _GlobalIntensity); + float lerpResult190 = lerp( 0.0 , _EmissionStrengthMultiplier , temp_output_173_0); + o.Emission = ( ( SAMPLE_TEXTURE2D( _EmissionMask, sampler_linear_repeat, uv_EmissionMask ).r * ( localGetStrobe35_g356 * ( temp_output_173_0 * appendResult9_g352 ) ) ) * ( _UniversalIntensity * ( _FinalIntensity_Instance * ( _GlobalIntensity_Instance * lerpResult190 ) ) ) ).rgb; + float4 _MetallicSmoothnessMap_ST_Instance = UNITY_ACCESS_INSTANCED_PROP(_MetallicSmoothnessMap_ST_arr, _MetallicSmoothnessMap_ST); + float2 uv_MetallicSmoothnessMap = i.uv_texcoord * _MetallicSmoothnessMap_ST_Instance.xy + _MetallicSmoothnessMap_ST_Instance.zw; + float4 tex2DNode10 = SAMPLE_TEXTURE2D( _MetallicSmoothnessMap, sampler_linear_repeat, uv_MetallicSmoothnessMap ); + o.Metallic = ( tex2DNode10.r * _MetallicStrength ); + o.Smoothness = ( tex2DNode10.a * _SmoothnessStrength ); + float4 _AmbientOcclusionMap_ST_Instance = UNITY_ACCESS_INSTANCED_PROP(_AmbientOcclusionMap_ST_arr, _AmbientOcclusionMap_ST); + float2 uv_AmbientOcclusionMap = i.uv_texcoord * _AmbientOcclusionMap_ST_Instance.xy + _AmbientOcclusionMap_ST_Instance.zw; + float lerpResult70 = lerp( SAMPLE_TEXTURE2D( _AmbientOcclusionMap, sampler_linear_repeat, uv_AmbientOcclusionMap ).r , 1.0 , _AmbientOcclusionStrength); + o.Occlusion = lerpResult70; + o.Alpha = 1; + } + + ENDCG + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=18935 +245;301;1658;983;2012.546;326.2515;1.787992;True;False +Node;AmplifyShaderEditor.CommentaryNode;81;-964.9736,83.32082;Inherit;False;1223.884;667.8798;5 Channel Fixture Setup. 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nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink.meta b/Shaders/AudioLink.meta new file mode 100644 index 0000000..1f4760c --- /dev/null +++ b/Shaders/AudioLink.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bf5ea4a07728fea42b6771a6b21f105c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/AudioLink-LienarInterpolator.shader b/Shaders/AudioLink/AudioLink-LienarInterpolator.shader new file mode 100644 index 0000000..0f6b7c0 --- /dev/null +++ b/Shaders/AudioLink/AudioLink-LienarInterpolator.shader @@ -0,0 +1,110 @@ +Shader "AudioLink/VRSL Linear Interpolator" +{ + Properties + { + + _MainTex ("Texture", 2D) = "white" {} + [Header(Band Smoothing Values)] + _Band0Smoothness ("Band 0 Smoothing (0 to 1, 0 = max)", Range(0,1)) = 0.5 + _Band1Smoothness ("Band 1 Smoothing (0 to 1, 0 = max)", Range(0,1)) = 0.5 + _Band2Smoothness ("Band 2 Smoothing (0 to 1, 0 = max)", Range(0,1)) = 0.5 + _Band3Smoothness ("Band 3 Smoothing (0 to 1, 0 = max)", Range(0,1)) = 0.5 + [Space(5)] + _LightColorChordSmoothenss ("Color Chord Light Smoothness (0 to 1, 0 = max)", Range(0,1)) = 1.0 + } + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 100 + + Pass + { + CGPROGRAM + #include "UnityCustomRenderTexture.cginc" + #include "UnityCG.cginc" + #pragma vertex CustomRenderTextureVertexShader + #pragma fragment frag + // #pragma target 3.0 + + float _Band0Smoothness, _Band1Smoothness, _Band2Smoothness, _Band3Smoothness, _LightColorChordSmoothenss; + // sampler2D _Tex; + // Texture2D _MainTex; + SamplerState sampler_point_repeat; + #define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + + // struct appdata + // { + // float4 vertex : POSITION; + // float2 uv : TEXCOORD0; + // }; + + // struct v2f + // { + // float2 uv : TEXCOORD0; + // UNITY_FOG_COORDS(1) + // float4 vertex : SV_POSITION; + // }; + + sampler2D _MainTex; + float4 _MainTex_ST; + + // v2f vert (appdata v) + // { + // v2f o; + // o.vertex = UnityObjectToClipPos(v.vertex); + // o.uv = TRANSFORM_TEX(v.uv, _MainTex); + // UNITY_TRANSFER_FOG(o,o.vertex); + // return o; + // } + + // fixed4 frag (v2f i) : SV_Target + // { + // // sample the texture + // fixed4 col = tex2D(_MainTex, i.uv); + // // apply fog + // UNITY_APPLY_FOG(i.fogCoord, col); + // return col; + // } + + float4 frag(v2f_customrendertexture IN) : COLOR + { + if (_Time.y > 2.0) + { + float smoothness = _Band0Smoothness; + float2 sampleCoords = float2(IN.localTexcoord.x, 0.006729); + + smoothness = IF(IN.localTexcoord.y > 0.013463, _Band1Smoothness, smoothness); + sampleCoords = IF(IN.localTexcoord.y > 0.013463, float2(IN.localTexcoord.x, 0.023666), sampleCoords); + + smoothness = IF(IN.localTexcoord.y > 0.038536, _Band2Smoothness, smoothness); + sampleCoords = IF(IN.localTexcoord.y > 0.038536, float2(IN.localTexcoord.x, 0.039392), sampleCoords); + + smoothness = IF(IN.localTexcoord.y > 0.054684, _Band3Smoothness, smoothness); + sampleCoords = IF(IN.localTexcoord.y > 0.054684, float2(IN.localTexcoord.x, 0.054907), sampleCoords); + + smoothness = IF(IN.localTexcoord.y > 0.408014 && IN.localTexcoord.y < 0.419178, _LightColorChordSmoothenss, smoothness); + sampleCoords = IF(IN.localTexcoord.y > 0.408014 && IN.localTexcoord.y < 0.419178, float2(IN.localTexcoord.x, 0.419178), sampleCoords); + + float4 previousFrame = tex2D(_SelfTexture2D, IN.localTexcoord.xy); + float4 currentFrame = tex2D(_MainTex, sampleCoords); + float currentFrameTime = unity_DeltaTime.z; // in seconds + if(IN.localTexcoord.y >= 0.066373) + { + + return IF(IN.localTexcoord.y > 0.408014 && IN.localTexcoord.y < 0.419178, lerp(clamp(lerp(previousFrame, currentFrame, clamp(currentFrameTime,0.0,1.0)), 0.0, 400.0), currentFrame, smoothness), tex2D(_MainTex, IN.localTexcoord.xy)); + } + else + { + return lerp(clamp(lerp(previousFrame, currentFrame,clamp(currentFrameTime,0.0,1.0)), 0.0, 400.0), currentFrame, smoothness); + } + } + else + { + return tex2D(_MainTex, IN.localTexcoord.xy); + } + } + + ENDCG + } + } +} diff --git a/Shaders/AudioLink/AudioLink-LienarInterpolator.shader.meta b/Shaders/AudioLink/AudioLink-LienarInterpolator.shader.meta new file mode 100644 index 0000000..a677833 --- /dev/null +++ b/Shaders/AudioLink/AudioLink-LienarInterpolator.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 436ca163084822945a5c128f3ac0dd1d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/Discoball.meta b/Shaders/AudioLink/Discoball.meta new file mode 100644 index 0000000..aefac73 --- /dev/null +++ b/Shaders/AudioLink/Discoball.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 84f817d4ea133dd42ab1e3a7f13c01a6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/Discoball/VRSL-AudioLink-Discoball.shader b/Shaders/AudioLink/Discoball/VRSL-AudioLink-Discoball.shader new file mode 100644 index 0000000..017ff01 --- /dev/null +++ b/Shaders/AudioLink/Discoball/VRSL-AudioLink-Discoball.shader @@ -0,0 +1,158 @@ +Shader "VRSL/AudioLink/Other/Discoball" + { + Properties + { + [Header(Audio Section)] + [Toggle]_EnableAudioLink("Enable Audio Link", Float) = 0 + _Band("Band", Float) = 0 + _BandMultiplier("Band Multiplier", Range(1, 15)) = 1 + _Delay("Delay", Float) = 0 + _NumBands("Num Bands", Float) = 4 + _AudioSpectrum("AudioSpectrum", 2D) = "black" {} + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + [HDR]_Emission ("Color", Color) = (1.0, 1.0, 1.0, .2) + _Cube ("Projection Map", Cube) = "" {} + [Toggle] _UseWorldNorm("Use World Normal vs View Normal", Float) = 0 + _RotationSpeed ("Rotation Speed", Range (0,180)) = 0 + _Multiplier("Brightness Multiplier", Range(0, 10)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + + } + SubShader + { + Tags{ "Queue" = "Transparent+1" "ForceNoShadowCasting"="True" "IgnoreProjector"="True" "RenderType" = "Transparent" } + Offset -1, -5 + Stencil + { + Ref 148 + Comp NotEqual + Pass Keep + } + + Pass + { + Cull Off + Ztest Greater + ZWrite Off + Blend DstColor One + Lighting Off + SeparateSpecular Off + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + uniform samplerCUBE _Cube; + float4 _Cube_ST; + float _RotationSpeed; + #include "UnityCG.cginc" + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 texcoord : TEXCOORD1; + }; + struct v2f + { + float4 vertex : SV_POSITION; + float2 uv : TEXCOORD0; + float3 ray : TEXCOORD2; + float4 screenPos : TEXCOORD4; + float4 worldDirection : TEXCOORD5; + float4 worldPos : TEXCOORD6; + UNITY_VERTEX_OUTPUT_STEREO + }; + #include "../Shared/VRSL-AudioLink-Defines.cginc" + half _Multiplier; + #include "../Shared/VRSL-AudioLink-Functions.cginc" + + float4 Rotation(float4 vertPos) + { + + //CALCULATE BASE ROTATION. MORE FUN MATH. THIS IS FOR PAN. + float angleY = radians(_Time.y * _RotationSpeed); + float c = cos(angleY); + float s = sin(angleY); + float4x4 rotateYMatrix = float4x4(c, 0, s, 0, + 0, 1, 0, 0, + -s, 0, c, 0, + 0, 0, 0, 1); + + return mul(rotateYMatrix, vertPos); + } + inline float4 CalculateFrustumCorrection() + { + float x1 = -UNITY_MATRIX_P._31/(UNITY_MATRIX_P._11*UNITY_MATRIX_P._34); + float x2 = -UNITY_MATRIX_P._32/(UNITY_MATRIX_P._22*UNITY_MATRIX_P._34); + return float4(x1, x2, 0, UNITY_MATRIX_P._33/UNITY_MATRIX_P._34 + x1*UNITY_MATRIX_P._13 + x2*UNITY_MATRIX_P._23); + } + + + //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + inline float CorrectedLinearEyeDepth(float z, float B) + { + return 1.0 / (z/UNITY_MATRIX_P._34 + B); + } + + + v2f vert(appdata v) + { + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f, o); //DON'T INITIALIZE OR IT WILL BREAK PROJECTION + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + //UNITY_TRANSFER_INSTANCE_ID(v, o); + + o.vertex = UnityObjectToClipPos(v.vertex); + o.ray = UnityObjectToViewPos(v.vertex).xyz; + o.ray = o.ray.xyz * float3(-1,-1,1); + o.ray = lerp(o.ray, v.texcoord, v.texcoord.z != 0); + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + o.screenPos = ComputeScreenPos(o.vertex); + o.worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos; + // pack correction factor into direction w component to save space + o.worldDirection.w = dot(o.vertex, CalculateFrustumCorrection()); + return o; + } + + #define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + + + fixed4 frag(v2f i) : SV_Target + { + float globalintensity = getGlobalIntensity(); + float finalintensity = getFinalIntensity(); + if(globalintensity <= 0.05 || finalintensity <= 0.05) + { + return half4(0,0,0,0); + } + float4 depthdirect = i.worldDirection * (1.0f / i.vertex.w); + float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.screenPos.xy / i.screenPos.w); + #if UNITY_REVERSED_Z + if (sceneZ == 0) + #else + if (sceneZ == 1) + #endif + return half4(0,0,0,0); + + float depth = CorrectedLinearEyeDepth(sceneZ, depthdirect.w); + i.ray = i.ray * (_ProjectionParams.z / i.ray.z); + depth = Linear01Depth((1.0 - (depth * _ZBufferParams.w)) / (depth * _ZBufferParams.z)); + float3 wpos = mul(unity_CameraToWorld, float4(i.ray * depth, 1)).xyz; + float UVscale = pow(abs(distance( mul(unity_ObjectToWorld, float4(0.0,0.0,0.0,1.0) ).xyz,wpos)),-1); + float3 projPos = (mul(unity_WorldToObject,float4(wpos, 1))); + if(0.0 < abs(projPos.x) < 0.1) + { + return half4(0,0,0,0); + } + projPos = Rotation(float4(projPos, 0)).xyz; + float4 col = (texCUBE (_Cube, projPos)); + col = col *(_Emission * (4*UVscale)); + col = (col * _Multiplier) * GetAudioReactAmplitude(); + col = ((col * globalintensity) * finalintensity); + col = col * _UniversalIntensity; + return col; + } + ENDCG + }//end color pass + } + CustomEditor "VRSLInspector" + } \ No newline at end of file diff --git a/Shaders/AudioLink/Discoball/VRSL-AudioLink-Discoball.shader.meta b/Shaders/AudioLink/Discoball/VRSL-AudioLink-Discoball.shader.meta new file mode 100644 index 0000000..8b1a6aa --- /dev/null +++ b/Shaders/AudioLink/Discoball/VRSL-AudioLink-Discoball.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 29ef7182cec5f7740971f3c2e3e326c0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/MovingLights.meta b/Shaders/AudioLink/MovingLights.meta new file mode 100644 index 0000000..d7da43d --- /dev/null +++ b/Shaders/AudioLink/MovingLights.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c6fb0b21c97694d4fb0fc879cfc1039e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-BasicLaser.shader b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-BasicLaser.shader new file mode 100644 index 0000000..4ca4d53 --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-BasicLaser.shader @@ -0,0 +1,409 @@ +Shader "VRSL/Basic Laser/AudioLink" +{ + Properties + { + //Color Texture Sampling Properties + [Toggle] _EnableColorChord ("Enable Color Chord Tinting", Int) = 0 + [Toggle] _EnableColorTextureSample ("Enable Color Texture Sampling", Int) = 0 + _SamplingTexture ("Texture To Sample From for Color", 2D) = "white" {} + _TextureColorSampleX ("X coordinate to sample the texture from", Range(0,1)) = 0.5 + _TextureColorSampleY ("Y coordinate to sample the texture from", Range(0,1)) = 0.5 + + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity ("Global Intensity", Range(0,1)) = 1 + [HideInInspector]_MainTex ("Texture", 2D) = "white" {} + _Emission ("Emission Color" , Color) = (1.0, 1.0, 1.0, 1.0) + _VertexConeWidth ("Cone Width", Range(-3.75,20)) = 0 + _VertexConeLength("Cone Length", Range(-0.5,5)) = 0 + _ZConeFlatness("Z Flatness", Range(0,1.999)) = 0 + // _XConeFlatness("X Flatness", Range(0,1.99)) = 0 + _ZRotation ("Z Rotation", Range (-90, 90)) = 0 + _XRotation ("X Rotation", Range (-90, 90)) = 0 + _YRotation ("Y Rotation", Range (-180, 180)) = 0 + [IntRange] _LaserCount ("Laser Beam Count", Range(4, 68)) = 1 + _LaserThickness ("Laser Beam Thickenss", Range(0.003, 0.25)) = 1 + _EndFade ("End Fade", Range(0,3)) = 2.2 + _FadeStrength ("Cone Edge Fade", Range(1,2)) = 0 + _LaserSoftening ("Laser Softness", Range(0.05,5)) = 5 + _InternalShine ("Internal Shine Strength", Range(0,5)) = 1 + + _Scroll ("Scroll", Range(-1, 1)) = 1 + + } + SubShader + { + Tags { "RenderType"="Transparent" "Queue" = "Transparent" } + Cull Off + Blend One One + Zwrite Off + LOD 100 + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + // make fog work + #pragma multi_compile_fog + #pragma multi_compile_instancing + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 uv : TEXCOORD0; + float2 uv2 : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float2 uv2 : TEXCOORD1; + float3 normal : TEXCOORD2; + UNITY_FOG_COORDS(1) + float4 vertex : SV_POSITION; + float4 worldPos : TEXCOORD3; + float3 viewDir : TEXCOORD4; + float4 panTiltLengthWidth : TEXCOORD5; //ch 1,2,3,4 + float4 flatnessBeamCountSpinThickness : TEXCOORD6; //ch 5,6,7,12 + float4 rgbIntensity : TEXCOORD7;// ch 8,9,10,11 + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex, _SamplingTexture; + float4 _MainTex_ST; + half _XConeFlatness, _ZRotation, _UniversalIntensity; + half _EndFade, _FadeStrength, _InternalShine, _LaserSoftening; + uint _EnableCompatibilityMode; + uniform const float compatSampleYAxis = 0.019231; + uniform const float standardSampleYAxis = 0.00762; + #include "Assets/AudioLink/Shaders/AudioLink.cginc" + + + UNITY_INSTANCING_BUFFER_START(Props) + UNITY_DEFINE_INSTANCED_PROP(float, _EnableAudioLink) + UNITY_DEFINE_INSTANCED_PROP(float, _EnableColorChord) + UNITY_DEFINE_INSTANCED_PROP(float, _NumBands) + UNITY_DEFINE_INSTANCED_PROP(float, _Band) + UNITY_DEFINE_INSTANCED_PROP(float, _BandMultiplier) + UNITY_DEFINE_INSTANCED_PROP(float, _Delay) + UNITY_DEFINE_INSTANCED_PROP(uint, _LaserCount) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableColorTextureSample) + UNITY_DEFINE_INSTANCED_PROP(float, _Scroll) + UNITY_DEFINE_INSTANCED_PROP(float, _XRotation) + UNITY_DEFINE_INSTANCED_PROP(float, _YRotation) + UNITY_DEFINE_INSTANCED_PROP(float, _LaserThickness) + UNITY_DEFINE_INSTANCED_PROP(float4, _Emission) + UNITY_DEFINE_INSTANCED_PROP(float, _ZConeFlatness) + UNITY_DEFINE_INSTANCED_PROP(float, _VertexConeWidth) + UNITY_DEFINE_INSTANCED_PROP(float, _VertexConeLength) + UNITY_DEFINE_INSTANCED_PROP(float, _GlobalIntensity) + UNITY_DEFINE_INSTANCED_PROP(float, _FinalIntensity) + UNITY_DEFINE_INSTANCED_PROP(float, _TextureColorSampleX) + UNITY_DEFINE_INSTANCED_PROP(float, _TextureColorSampleY) + UNITY_INSTANCING_BUFFER_END(Props) + + inline float AudioLinkLerp3_g5( int Band, float Delay ) + { + return AudioLinkLerp( ALPASS_AUDIOLINK + float2( Delay, Band ) ).r; + } + + float getNumBands() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _NumBands); + } + + float getBand() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _Band); + } + + float getDelay() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _Delay); + } + + float getBandMultiplier() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _BandMultiplier); + } + + float checkIfAudioLink() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _EnableAudioLink); + } + + uint checkIfColorChord() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _EnableColorChord); + } + + #define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + + float getPan() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_XRotation); + } + float getTilt() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_YRotation); + } + + uint getLaserCount() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_LaserCount); + } + float getConeWidth() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_VertexConeWidth); + } + float getConeLength() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_VertexConeLength); + } + + float getLaserThickness() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_LaserThickness); + } + float getScrollSpeed() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_Scroll); + } + float getGlobalIntensity() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _GlobalIntensity); + } + + float getFinalIntensity() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _FinalIntensity); + } + float getConeFlatness() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _ZConeFlatness); + } + + float3 RGB2HSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); + float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + + float3 hsb2rgb( float3 c ){ + float3 rgb = clamp( abs(fmod(c.x*6.0+float3(0.0,4.0,2.0),6)-3.0)-1.0, 0, 1); + rgb = rgb*rgb*(3.0-2.0*rgb); + return c.z * lerp( float3(1,1,1), rgb, c.y); + } + float4 GetTextureSampleColor() + { + float4 rawColor = tex2Dlod(_SamplingTexture, float4(UNITY_ACCESS_INSTANCED_PROP(Props,_TextureColorSampleX), UNITY_ACCESS_INSTANCED_PROP(Props,_TextureColorSampleY), 0, 0)); + float3 h = (RGB2HSV(rawColor.rgb)); + h.z = 1.0; + return float4(hsb2rgb(h),1); + } + float GetAudioReactAmplitude() + { + if(checkIfAudioLink() > 0) + { + return AudioLinkLerp3_g5(getBand(), getDelay()) * getBandMultiplier(); + } + else + { + return 1; + } + } + + float4 GetColorChordLight() + { + return AudioLinkData(ALPASS_CCLIGHTS).rgba; + } + + float4 getEmissionColor() + { + float4 emissiveColor = UNITY_ACCESS_INSTANCED_PROP(Props,_Emission); + float4 col = IF(UNITY_ACCESS_INSTANCED_PROP(Props,_EnableColorTextureSample) > 0,((emissiveColor.r + emissiveColor.g + emissiveColor.b)/3.0) * GetTextureSampleColor(),emissiveColor); + return IF(checkIfColorChord() == 1, GetColorChordLight(), col); + } + float4 CalculateRotations(appdata v, float4 input, float pan, float tilt, float roll) + { + float angleY = radians(pan); + float c = cos(angleY); + float s = sin(angleY); + float4x4 rotateYMatrix = float4x4(c, -s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1); + float4 BaseAndFixturePos = input; + float4 localRotY = mul(rotateYMatrix, BaseAndFixturePos); + + + float angleX = radians(tilt); + c = cos(angleX); + s = sin(angleX); + float4x4 rotateXMatrix = float4x4(1, 0, 0, 0, + 0, c, -s, 0, + 0, s, c, 0, + 0, 0, 0, 1); + + float4x4 rotateXYMatrix = mul(rotateYMatrix, rotateXMatrix); + //float4 localRotXY = mul(rotateXYMatrix, input); + + + float angleZ = radians(roll); + c = cos(angleZ); + s = sin(angleZ); + float4x4 rotateZMatrix = float4x4(c, 0, s, 0, + 0, 1, 0, 0, + -s, 0, c, 0, + 0, 0, 0, 1); + float4x4 rotateXYZMatrix = mul(rotateZMatrix, rotateXYMatrix); + float4 localRotXYZ = mul(rotateXYZMatrix, input); + input.xyz = localRotXYZ.xyz; + return input; + //LOCALROTXY IS COMBINED ROTATION + } + + v2f vert (appdata v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_OUTPUT(v2f, o); //DON'T INITIALIZE OR IT WILL BREAK PROJECTION + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.rgbIntensity.w = 1; + if(getGlobalIntensity() <= 0.05 || getFinalIntensity() <= 0.05 || _UniversalIntensity <= 0.05 || o.rgbIntensity.w <= 0.05) + { + o.vertex = UnityObjectToClipPos(float4(0,0,0,0)); + return o; + } + //replacement for _WorldSpaceCameraPos + float3 wpos; + wpos.x = unity_CameraToWorld[0][3]; + wpos.y = unity_CameraToWorld[1][3]; + wpos.z = unity_CameraToWorld[2][3]; + + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.uv2 = TRANSFORM_TEX(v.uv2, _MainTex); + + + //Cone Length + float length = getConeLength(); + v.vertex.y = lerp(v.vertex.y, v.vertex.y *2, length); + + + //Cone Width + float width = getConeWidth(); + float4 vert = lerp(v.vertex ,float4(v.vertex.xyz + v.normal * width, 1), v.uv2.y); + vert.y = v.vertex.y; //Prevent the cone from elongating when changing width. + + // Cone Flatness for X and Z + float flatness = getConeFlatness(); + vert.z = lerp(vert.z, vert.z/2, flatness); + // vert.x = lerp(vert.x, vert.x/2, _XConeFlatness); + float xRot = getPan(); + float yRot = getTilt(); + vert = CalculateRotations(v, vert, _ZRotation, xRot, yRot); + + o.viewDir = normalize(wpos - mul(unity_ObjectToWorld, vert).xyz); + v.normal = CalculateRotations(v, float4(v.normal, 1), _ZRotation, xRot, yRot).xyz; + o.normal = normalize(mul(float4(v.normal, 0.0), unity_WorldToObject).xyz); + o.worldPos = mul(unity_ObjectToWorld, vert); + o.vertex = UnityObjectToClipPos(vert); + return o; + } + + + fixed4 frag (v2f i) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(i); + i.rgbIntensity.w = GetAudioReactAmplitude(); + if(getGlobalIntensity() <= 0.05 || getFinalIntensity() <= 0.05 || _UniversalIntensity <= 0.05 || i.rgbIntensity.w <= 0.05) + { + return half4(0,0,0,0); + } + float fade = pow(saturate(dot(normalize(i.normal), i.viewDir)), _FadeStrength); + + + // fade = pow(fade, pow(_FadeStrength, _FadeAmt)) * fade; + // sample the texture + float4 actualcolor = getEmissionColor(); + float4 color = lerp(float4(0,0,0,0), actualcolor, getGlobalIntensity()); + float3 newColor = RGB2HSV(color.rgb); + newColor.y -= 0.1; + color.rgb = hsb2rgb(newColor); + + color = color * getFinalIntensity(); + color = color * _UniversalIntensity; + color = color * i.rgbIntensity.w; + fixed4 col = float4(1,1,1,1); + fixed4 alphaMask = tex2D(_MainTex, i.uv2); + float2 laserUV = i.uv2; + col *= color; + + //Draw Beams + float scroll = getScrollSpeed(); + laserUV.x = laserUV.x += _Time.y * scroll; + float beamcount = getLaserCount(); + laserUV.x = frac(laserUV.x * beamcount); + laserUV.x = laserUV.x - 0.5; + float thiknes = getLaserThickness(); + + + // Transparency (with gradation) + //float dist = normalize(distance(i.worldPos, float4(0,0,0,0))); + // fade = lerp(1,fade, pow(dist, _FadeAmt)); + + + float beams = (beamcount * thiknes * 0.1) / abs(laserUV.x); + float transv = pow((-i.uv2.y + 1), _EndFade) ; + col = col * beams; + + col += pow(-laserUV.y+1,12.1) * 3 * _InternalShine * color; + + // float beamGradCorrect = .2 / (1.-laserUV.y); + // col *= beamGradCorrect; + // Clamping here softens the depiction + col = clamp(0, _LaserSoftening, col); + + // col = lerp(col, col*10, _ZConeFlatness/1.999); + // float edgeFadeL = distance(i.uv2.x, 0.75); + // float edgeFadeR = distance(i.uv2.x, 0.25); + // float4 edgee = lerp(float4(0,0,0,0), col, pow(edgeFadeR * edgeFadeL, _FadeStrength)); + // col = lerp(col, edgee, _ZConeFlatness/1.999); + +// col.xyz += rimlight.xyz; + //col *= fade; + col = lerp(float4(0,0,0,0), col, transv); + float pi = 3.14159; + float edgeMask = clamp((((sin((12.5 * i.uv2.x) + 4.75)) ))/pi * 6, 0,1); + edgeMask = 1 - edgeMask; + if(i.uv2.y > 0.99) + { + discard; + return float4(0,0,0,0); + } + + // col = col * col *; + // float4 flatCol = col * flatEdgeMask.r; + float flatness = getConeFlatness(); + + float4 flatCol = col * edgeMask; + col = lerp(flatCol, col, pow(((flatness/2.0) - 1.0)*-1, 0.95)); + col *= getFinalIntensity() * _UniversalIntensity * i.rgbIntensity.w; + return col; + } + ENDCG + } + } +} diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-BasicLaser.shader.meta b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-BasicLaser.shader.meta new file mode 100644 index 0000000..62bbb52 --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-BasicLaser.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f9d155e072c6c324d84d418a5cc9ab98 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-FixtureMesh.shader b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-FixtureMesh.shader new file mode 100644 index 0000000..8437647 --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-FixtureMesh.shader @@ -0,0 +1,188 @@ +Shader "VRSL/AudioLink/Standard Mover/Fixture" +{ + Properties + { + //[Header (INSTANCED PROPERITES)] + [HideInInspector][Toggle] _PanInvert ("Invert Mover Pan", Int) = 0 + [HideInInspector][Toggle] _TiltInvert ("Invert Mover Tilt", Int) = 0 + + + //[HideInInspector]_FinalStrobeFreq ("Final Strobe Frequency", Float) = 0 + //[HideInInspector]_NewTimer("New Timer From Udon For Strobe", Float) = 0 + + //[Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + [HideInInspector]_FixtureBaseRotationY("Mover Pan Offset (Blue + Green)", Range(-540,540)) = 0 + [HideInInspector]_FixtureRotationX("Mover Tilt Offset (Blue)", Range(-180,180)) = 0 + [HideInInspector]_ProjectionSelection ("GOBO Selection", Range(0,6)) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + + [Header(Audio Section)] + [Toggle]_EnableAudioLink("Enable Audio Link", Float) = 0 + [Toggle] _EnableColorChord ("Enable Color Chord Tinting", Int) = 0 + _Band("Band", Float) = 0 + _BandMultiplier("Band Multiplier", Range(1, 15)) = 1 + _Delay("Delay", Float) = 0 + _NumBands("Num Bands", Float) = 4 + _AudioSpectrum("AudioSpectrum", 2D) = "black" {} + + //[Header (BASIC CONTROLS)] + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _Saturation("Final Saturation", Range(0,1)) = 1 + _SaturationLength("Final Saturation Length", Range(0,0.2)) = 0.1 + _LensMaxBrightness("Lens Max Brightness", Range(0.0, 20)) = 5 + _ConeWidth("Cone Width", Range(0,5.5)) = 0 + _ConeLength("Cone Length", Range(1,10)) = 1 + _ConeSync ("Cone Scale Sync", Range(0,1)) = 0.2 + _FixutreIntensityMultiplier ("Intensity Multipler (For Bloom Scaling)", Range(1,10)) = 1 + + //Color Texture Sampling Properties + [Toggle] _EnableColorTextureSample ("Enable Color Texture Sampling", Int) = 0 + _SamplingTexture ("Texture To Sample From for Color", 2D) = "white" {} + _TextureColorSampleX ("X coordinate to sample the texture from", Range(0,1)) = 0.5 + _TextureColorSampleY ("Y coordinate to sample the texture from", Range(0,1)) = 0.5 + + // _BlockLengthX("OSC Block Base Distance X", Float) = 0.019231 + // _BlockLengthY("OSC Block Base Distance Y", Float) = 0 + + // [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Source Blend mode", Float) = 2 + // [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Destination Blend mode", Float) = 1 + // [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0 + //[Space(16)] + + //[Header(MOVER CONTROLS)] + + + _FixtureRotationOrigin("Fixture Pivot Origin", Float) = (0, 0.014709, -1.02868, 0) + // [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity And Color", Int) = 0 + // [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + // [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + // [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + _MaxMinPanAngle("Max/Min Pan Angle (-x, x)", Float) = 180 + _MaxMinTiltAngle("Max/Min Tilt Angle (-y, y)", Float) = 180 + _FixtureMaxIntensity ("Maximum Cone Intensity",Range (0,0.5)) = 0.5 + + //_Fade ("Fade mod", Range(0, 6)) = 1.5 + + + + + // [Space(16)] + + + + // [Toggle] _UseWorldNorm("Use World Normal vs View Normal", Float) = 0 + //[KeywordEnum(None, UseDNTexture)] _DNEnabler ("Enable Depth Normal Texture", Float) = 0 + // _ModX ("Projection UV X Stretch", Range(-2, 2)) = 1 + // _ModY ("Projection UV Y Stretch", Range(-2, 2)) = 1 + + + + //[Space(48)] + //[Header(MAIN)] + [Enum(Unity Default, 0, Non Linear, 1)]_LightProbeMethod("Light Probe Sampling", Int) = 0 + // [Enum(UVs, 0, Triplanar World, 1, Triplanar Object, 2)]_TextureSampleMode("Texture Mode", Int) = 0 + // _TriplanarFalloff("Triplanar Blend", Range(0.5,1)) = 1 + _MainTex("Main Texture", 2D) = "white" {} + _Color("Color", Color) = (1,1,1,1) + + //[Space(16)] +// [Header(NORMALS)] + _BumpMap("Normal Map", 2D) = "bump" {} + _BumpScale("Normal Scale", Range(-1,1)) = 1 + + //[Space(16)] + //[Header(METALLIC)] + _MetallicGlossMap("Metallic Map", 2D) = "white" {} + _Metallic("Metallic", Range(0,1)) = 0 + _Glossiness("Smoothness", Range(0,1)) = 0 + + + + } + SubShader + { + + Tags{ "Queue" = "AlphaTest+1" "RenderType" = "Opaque" } + + Stencil + { + + Ref 142 + Comp GEqual + Pass Replace + //ZFail Replace + + } + + Pass + { + Tags{ "LightMode" = "ForwardBase" } + CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#pragma multi_compile_fwdbase +#pragma multi_compile_instancing + +//REMOVE THIS WHEN FINISHED DEBUGGING +//#pragma target 4.5 + +#define GEOMETRY + +#ifndef UNITY_PASS_FORWARDBASE +#define UNITY_PASS_FORWARDBASE +#endif +//DEBUGGING BUFFER +RWStructuredBuffer buffer : register(u1); +RWStructuredBuffer buffer4 : register(u2); + +#include "UnityCG.cginc" +#include "Lighting.cginc" +#include "AutoLight.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float3 btn[3] : TEXCOORD3; //TEXCOORD2, TEXCOORD3 | bitangent, tangent, worldNormal + float3 worldPos : TEXCOORD6; + float3 objPos : TEXCOORD7; + float3 objNormal : TEXCOORD8; + float4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + SHADOW_COORDS(11) + UNITY_VERTEX_OUTPUT_STEREO + }; + +#include "../Shared/VRSL-AudioLink-Defines.cginc" +#include "../Shared/VRSL-AudioLink-Functions.cginc" +#include "../Shared/VRSL-AudioLink-LightingFunctions.cginc" +#include "../Shared/VRSL-AudioLink-StandardLighting.cginc" +#include "VRSL-AudioLink-StandardMover-Vertex.cginc" + + ENDCG + } + //UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" + + + } + CustomEditor "VRSLInspector" + //CustomEditor "MoverProjectionLightCustomGUI" +} diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-FixtureMesh.shader.meta b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-FixtureMesh.shader.meta new file mode 100644 index 0000000..cb238b2 --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-FixtureMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ec0e56fb8480191448eedfb15961ac64 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-ProjectionFrag.cginc b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-ProjectionFrag.cginc new file mode 100644 index 0000000..f6cbbfb --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-ProjectionFrag.cginc @@ -0,0 +1,302 @@ +//CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION +inline float CorrectedLinearEyeDepth(float z, float B) +{ + return 1.0 / (z/UNITY_MATRIX_P._34 + B); +} + + +#define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + + float3 getWpos(float depth, float3 ray) + { + float4 vpos = float4(ray * depth, 1); + + + // scale ray by linearized depth, which gives us the position of the ray + // intersection with the depth buffer in view space. This is the point of intersection in view space. + + float3 wpos = (mul(unity_CameraToWorld, vpos).xyz); + //convert view space coordinate to world space coordinate. + //Wpos is now coordinates for intersection. + return wpos; + } + + float3 getProjPos(float3 wpos) + { + return (mul(unity_WorldToObject,float4(wpos.x, wpos.y, wpos.z, 1))); + } + +//Huge, huge thanks and shoutout to Uncomfy on the VRC Shader Discord for helping me figure this out <3 + float4 InvertRotations (float4 input) + { + + + float sX, cX, sY, cY; + float angleY = radians(0); + sY = sin(angleY); + cY = cos(angleY); + float4x4 rotateYMatrix = float4x4(cY, sY, 0, 0, + -sY, cY, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1); + float4 BaseAndFixturePos = input; + + //INVERSION CHECK + rotateYMatrix = IF(checkPanInvertY() == 1, transpose(rotateYMatrix), rotateYMatrix); + + //float4 localRotY = mul(rotateYMatrix, BaseAndFixturePos); + //LOCALROTY IS NEW ROTATION + + + float tiltOffset = 90.0; + tiltOffset = IF(checkTiltInvertZ() == 1, -tiltOffset, tiltOffset); + //set new origin to do transform + float4 newOrigin = input.w * _FixtureRotationOrigin; + input.xyz -= newOrigin; + + + float angleX = radians(0 + (tiltOffset)); + sX = sin((angleX)); + cX = cos((angleX)); + + float4x4 rotateXMatrix = float4x4(1, 0, 0, 0, + 0, cX, sX, 0, + 0, -sX, cX, 0, + 0, 0, 0, 1); + + //float4 fixtureVertexPos = input; + + //INVERSION CHECK + rotateXMatrix = IF(checkTiltInvertZ() == 1, transpose(rotateXMatrix), rotateXMatrix); + //float4 localRotX = mul(rotateXMatrix, fixtureVertexPos); + + float4x4 rotateXYMatrix = mul(rotateXMatrix, rotateYMatrix); + float4 localRotXY = mul(rotateXYMatrix, input); + + input.xyz = localRotXY; + input.xyz += newOrigin; + return input; + } + + float2 RotateUV(float2 input, float angle) + { + float2 newOrigin = float2(0.5, 0.5); + input -= newOrigin; + float sinX = sin (radians(angle)); + float cosX = cos (radians(angle)); + float sinY = sin (radians(angle)); + float2x2 rotationMatrix = float2x2( cosX, -sinX, sinY, cosX); + input = mul(input, rotationMatrix); + input += newOrigin; + return input; + + } + + + float4 ChooseProjection(float2 uv, float projChooser) + { + float2 addition = float2(0.0, 0.0); + uv*= float2(0.25, 0.5); + + #ifdef WASH + projChooser = 1.0; + #endif + //uv-= float2(0.1,0.1); + addition = IF(projChooser == 1.0, float2(0.0, 0.5) , addition); + #if !defined(WASH) + addition = IF(projChooser == 2.0, float2(0.25, 0.5), addition); + addition = IF(projChooser == 3.0, float2(0.5, 0.5), addition); + addition = IF(projChooser == 4.0, float2(0.75, 0.5), addition); + addition = IF(projChooser == 5.0, float2(0.0, 0.0) , addition); + addition = IF(projChooser == 6.0, float2(0.25, 0.0), addition); + addition = IF(projChooser == 7.0, float2(0.5, 0.0), addition); + addition = IF(projChooser == 8.0, float2(0.75, 0.0), addition); + #endif + uv.x += addition.x; + uv.y += addition.y; + return tex2D(_ProjectionMainTex, uv); + } + float ChooseProjectionScalar(float coneWidth, float projChooser) + { + //float chooser = IF(isOSC() == 1, selection, instancedGOBOSelection()); + float result = _ProjectionUVMod; + result = IF((projChooser) == 1.0, _ProjectionUVMod, result); + #if !defined(WASH) + result = IF((projChooser) == 2.0, _ProjectionUVMod2, result); + result = IF((projChooser) == 3.0, _ProjectionUVMod3, result); + result = IF((projChooser) == 4.0, _ProjectionUVMod4, result); + result = IF((projChooser) == 5.0, _ProjectionUVMod5, result); + result = IF((projChooser) == 6.0, _ProjectionUVMod6, result); + result = IF((projChooser) == 7.0, _ProjectionUVMod7, result); + result = IF((projChooser) == 8.0, _ProjectionUVMod8, result); + #endif + //float a = pow(clamp(coneWidth,1.4,1.8), 1.7); + #ifdef WASH + //a = 2.5; + #endif + // return result * (clamp(coneWidth, -2.0, 4) + a); + float conewidthControl = coneWidth/4.25; + return result * lerp(0.325, 1, (conewidthControl)); + } + + + + fixed4 ProjectionFrag(v2f i) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(i); + if(i.color.g > 0.5) + { + #ifdef RAW + float globalintensity = i.globalFinalIntensity.x; + float finalintensity = i.globalFinalIntensity.y; + float4 emissionTint = i.emissionColor; + if(globalintensity <= 0.005 || finalintensity <= 0.005 || all(emissionTint <= float4(0.005, 0.005, 0.005, 1.0))) + { + return half4(0,0,0,0); + } + float coneWidth = getConeWidth(); + // if((all(i.rgbColor <= float4(0.01,0.01,0.01,1)) || i.intensityStrobeWidth.x <= 0.01) && isOSC() == 1) + // { + // return (0,0,0,0); + // } + if(globalintensity <= 0.01 || finalintensity <= 0.01) + { + return half4(0,0,0,0); + } + #else + float audioReaction = i.audioGlobalFinalConeIntensity.x; + float globalintensity = i.audioGlobalFinalConeIntensity.y; + float finalintensity = i.audioGlobalFinalConeIntensity.z; + float coneWidth = i.audioGlobalFinalConeIntensity.w; + float4 emissionTint = i.emissionColor; + // if((all(i.rgbColor <= float4(0.01,0.01,0.01,1)) || i.intensityStrobeWidth.x <= 0.01) && isOSC() == 1) + // { + // return (0,0,0,0); + // } + if(audioReaction <= 0.005 || globalintensity <= 0.005 || finalintensity <= 0.005 || all(emissionTint<= float4(0.005, 0.005, 0.005, 1.0))) + { + return half4(0,0,0,0); + } + #endif + //float oscPanValue = GetPanValue(sector); + // float oscTiltValue = GetTiltValue(sector); + //float panValue = i.goboPlusSpinPanTilt.z; + //float tiltValue = i.goboPlusSpinPanTilt.w; + //uint selection = round(i.goboPlusSpinPanTilt.x); + + //Calculating projection + i.ray = i.ray * (_ProjectionParams.z / i.ray.z); + float2 screenposUV = i.screenPos.xy / i.screenPos.w; + + + //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + float perspectiveDivide = 1.0f / i.pos.w; + float4 depthdirect = i.worldDirection * perspectiveDivide; + //float2 altScreenPos = i.screenPos.xy * perspectiveDivide; + + + float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenposUV); + + #if UNITY_REVERSED_Z + if (sceneZ == 0) + #else + if (sceneZ == 1) + #endif + return float4(0,0,0,1); + + + float depth = CorrectedLinearEyeDepth(sceneZ, depthdirect.w); + + //Convert from Corrected Linear Eye Depth to Linear01Depth + //Credit: https://www.cyanilux.com/tutorials/depth/#eye-depth + depth = (1.0 - (depth * _ZBufferParams.w)) / (depth * _ZBufferParams.z); + depth = Linear01Depth(depth); + + + //lienarize the depth + + float3 objectOrigin = mul(unity_ObjectToWorld, float4(0.0,-0.1,0.0,1.0) ).xyz; + //get object origin in world space. + + // float3 projectionOriginWorld = mul(unity_ObjectToWorld,_ProjectionRangeOrigin); + + float3 wpos = getWpos(depth, i.ray); + //convert view space coordinate to world space coordinate. + //Wpos is now coordinates for intersection. + + float distanceFromOrigin = abs(distance(objectOrigin , wpos)); + float projChooser = round(instancedGOBOSelection()); + //Get distance of intersection from the origin in world space + + //float UVscale = 1/(0 + ((distanceFromOrigin) * ChooseProjectionScalar(coneWidth, projChooser))); + distanceFromOrigin = lerp(distanceFromOrigin*0.6 +0.65,distanceFromOrigin, saturate(UNITY_ACCESS_INSTANCED_PROP(Props,_ConeWidth))); + float UVscale = 1/(0 + ((distanceFromOrigin) * ChooseProjectionScalar(coneWidth, projChooser))); + + // inverse that distance so that it gets smaller as it gets closer, + // multiply it by modifier parameter incase things get wonky. + float3 projPos = getProjPos(wpos); + //position of the intersection fragment in the cone's object space + projPos = InvertRotations(float4(projPos,1.0)); + float2 uvCoords = (((float2((projPos.x), projPos.y) * UVscale))); + + uvCoords.x += 0.5; + uvCoords.y += 0.5; + //Get coordinate plane + + half2 uvOrigin = half2(0,0); + uvOrigin = (half2(0,0) * UVscale) * (clamp(coneWidth+0.5, -1.0, 4) + 1.6) + 0.5; + + #ifdef RAW + float spinSpeed = IF(checkPanInvertY() == 1, -getGoboSpinSpeed(), getGoboSpinSpeed()); + uvCoords = IF(isGOBOSpin() == 1 && projChooser > 1.0, RotateUV(uvCoords, _Time.w * ( 10* spinSpeed)), RotateUV(uvCoords, _ProjectionRotation)); + #else + float goboSpinSpeed = IF(checkPanInvertY() == 1, -getGoboSpinSpeed(), getGoboSpinSpeed()); + uvCoords = IF(isGOBOSpin() == 1 && projChooser > 1.0, RotateUV(uvCoords, _Time.w * ( 10* goboSpinSpeed)), RotateUV(uvCoords, _ProjectionRotation)); + #endif + + clip(uvCoords); + + //Discard any pixels that are outside of the traditional 0-1 UV bounds. + float4 tex = ChooseProjection(uvCoords, projChooser); + float distFromUVOrigin = (abs(distance(uvCoords, uvOrigin))); + // Create create xy coordinate plane based on object space, make sure it scales based on the + // distance from the intersection + + + //Discard any pixels that are outside of the traditional 0-1 UV bounds in the negative range. + clip(1.0 - uvCoords); + float4 col = tex; + + clip(projPos.z); + float projectionDistance = abs(distance(i.projectionorigin.xyz, projPos.xyz)); + + //Projection Fade + col = lerp(col, float4(0,0,0,0), clamp(pow(distFromUVOrigin * _ProjectionFade,_ProjectionFadeCurve),0.0,1.0)); + //float strobe = IF(isStrobe() == 1, i.intensityStrobeWidth.y, 1); + + //col = IF(isOSC() == 1 & _EnableStaticEmissionColor == 0, col * i.rgbColor, col); + //col = IF(_EnableStaticEmissionColor == 1, col * float4(_StaticEmission.r * _RedMultiplier,_StaticEmission.g * _GreenMultiplier,_StaticEmission.b * _BlueMultiplier,_StaticEmission.a), col); + + + + + // project plane on to the world normals in object space in the z direction of the object origin. + col = ((col * emissionTint * UVscale * _ProjectionIntensity)); + col = col * (1/(_ProjectionDistanceFallOff * (distanceFromOrigin * distanceFromOrigin))); + #ifndef RAW + col = col * audioReaction; + #endif + col = lerp(half4(0,0,0,col.w), col, globalintensity); + col = lerp(half4(0,0,0,col.w), col, finalintensity); + //float saturation = saturate(RGB2HSV(col)).y; + //col = IF(_EnableStaticEmissionColor == 1, lerp(float4(0,0,0,0), col, saturation), col); + col = IF( _EnableStaticEmissionColor == 1, float4(col.r * _RedMultiplier, col.g * _GreenMultiplier, col.b * _BlueMultiplier, col.a), col); + col = col * _UniversalIntensity; + return col; + } + else + { + return float4(0,0,0,0); + } + + } \ No newline at end of file diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-ProjectionFrag.cginc.meta b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-ProjectionFrag.cginc.meta new file mode 100644 index 0000000..e591c6d --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-ProjectionFrag.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 47a0e1b20e44532418ff142cd5db05f1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-ProjectionMesh.shader b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-ProjectionMesh.shader new file mode 100644 index 0000000..3af7ff1 --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-ProjectionMesh.shader @@ -0,0 +1,223 @@ +Shader "VRSL/AudioLink/Standard Mover/Projection" +{ + + Properties + { + //[Header (INSTANCED PROPERITES)] + [HideInInspector][Toggle] _PanInvert ("Invert Mover Pan", Int) = 0 + [HideInInspector][Toggle] _TiltInvert ("Invert Mover Tilt", Int) = 0 + + //[HideInInspector]_FinalStrobeFreq ("Final Strobe Frequency", Float) = 0 + //[HideInInspector]_NewTimer("New Timer From Udon For Strobe", Float) = 0 + [HideInInspector]_FixtureBaseRotationY("Mover Pan Offset (Blue + Green)", Range(-540,540)) = 0 + [HideInInspector]_FixtureRotationX("Mover Tilt Offset (Blue)", Range(-180,180)) = 0 + [HideInInspector]_ProjectionSelection ("GOBO Selection", Range(1,6)) = 1 + //[HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + + [Header(Audio Section)] + [Toggle]_EnableAudioLink("Enable Audio Link", Float) = 0 + [Toggle] _EnableColorChord ("Enable Color Chord Tinting", Int) = 0 + _Band("Band", Float) = 0 + _BandMultiplier("Band Multiplier", Range(1, 15)) = 1 + _Delay("Delay", Float) = 0 + _NumBands("Num Bands", Float) = 4 + _AudioSpectrum("AudioSpectrum", 2D) = "black" {} + + //[Header (BASIC CONTROLS)] + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + [HDR]_StaticEmission("Static Light Color Tint", Color) = (1,1,1,1) + [Toggle] _EnableStaticEmissionColor("Enable Static Emission Color", Int) = 0 + _Saturation("Final Saturation", Range(0,1)) = 1 + _SaturationLength("Final Saturation Length", Range(0,0.2)) = 0.1 + _LensMaxBrightness("Lens Max Brightness", Range(0.01, 10)) = 5 + _ConeWidth("Cone Width", Range(0,5.5)) = 0 + _ConeLength("Cone Length", Range(1,10)) = 1 + _ConeSync ("Cone Scale Sync", Range(1,2)) = 1 + // _BlockLengthX("OSC Block Base Distance X", Float) = 0.019231 + // _BlockLengthY("OSC Block Base Distance Y", Float) = 0 + + [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Source Blend mode", Float) = 2 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Destination Blend mode", Float) = 1 + [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0 + //[Space(16)] + + //Color Texture Sampling Properties + [Toggle] _EnableColorTextureSample ("Enable Color Texture Sampling", Int) = 0 + _SamplingTexture ("Texture To Sample From for Color", 2D) = "white" {} + _TextureColorSampleX ("X coordinate to sample the texture from", Range(0,1)) = 0.5 + _TextureColorSampleY ("Y coordinate to sample the texture from", Range(0,1)) = 0.5 + //[Header(MOVER CONTROLS)] + + + _FixtureRotationOrigin("Fixture Pivot Origin", Float) = (0, 0.014709, -1.02868, 0) + // [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity And Color", Int) = 0 + // [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + // [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + // [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + //[Toggle] _EnableAudioReact ("Enable AudioLink Audio React", Int) = 0 + //[NoScaleOffset] _AudioSpectrum("AudioSpectrum", 2D) = "black" {} + _MaxMinPanAngle("Max/Min Pan Angle (-x, x)", Float) = 180 + _MaxMinTiltAngle("Max/Min Tilt Angle (-y, y)", Float) = 180 + + _FixtureMaxIntensity ("Maximum Cone Intensity",Range (0,0.5)) = 0.5 + + // [Header(Divide)] + // _Divide ("Divide", Range(0, 30)) = 0 + // _DividePower ("Divide Strength", Range(0, 1)) = 0 + + //[Space(24)] + //[Header(PROJECTION GOBO SETTINGS)] + _ProjectionRotation("Static Projection UV Rotation", Range(-180, 180)) = 0 + _SpinSpeed ("Auto Spin Speed", Range(0, 10)) = 0 + _ProjectionIntensity ("Projection Intensity", Range(0,20)) = 0 + _ProjectionFade("Projection Edge Fade", Range(0,10)) = 0 + _ProjectionFadeCurve("Projection Edge Fade Harshness", Range(0, 10)) = 1 + _ProjectionDistanceFallOff("Projection Distance Fallof Strength", Range(0.01,0.5)) = 0.05 + _ProjectionRange ("Projection Drawing Range", Range(0,10)) = 0 + _ProjectionRangeOrigin ("Projection Drawing Range Scale Origin", Float) = (0, -0.07535, 0.12387, 0) + _ProjectionShadowHarshness("Projection Shadow Harshness", Range(0,1)) = 0 + + + [NoScaleOffset] _ProjectionMainTex ("Projection Texture GOBO 1", 2D) = "white"{} + _ProjectionUVMod ("Projection UV Scale Modifier ", Range(0.01,2)) = 0 + //[NoScaleOffset] _ProjectionTex2 ("Projection Texture GOBO 2", 2D) = "white"{} + _ProjectionUVMod2 ("Projection UV Scale Modifier ", Range(0.01,2)) = 0 + //[NoScaleOffset] _ProjectionTex3 ("Projection Texture GOBO 3", 2D) = "white"{} + _ProjectionUVMod3 ("Projection UV Scale Modifier ", Range(0.01,2)) = 0 + //[NoScaleOffset] _ProjectionTex4 ("Projection Texture GOBO 4", 2D) = "white"{} + _ProjectionUVMod4 ("Projection UV Scale Modifier ", Range(0.01,2)) = 0 + //[NoScaleOffset] _ProjectionTex5 ("Projection Texture GOBO 5", 2D) = "white"{} + _ProjectionUVMod5 ("Projection UV Scale Modifier ", Range(0.01,2)) = 0 + // [NoScaleOffset] _ProjectionTex6 ("Projection Texture GOBO 6", 2D) = "white"{} + _ProjectionUVMod6 ("Projection UV Scale Modifier ", Range(0.01,2)) = 0 + _ProjectionUVMod7 ("Projection UV Scale Modifier ", Range(0.01,2)) = 0 + _ProjectionUVMod8 ("Projection UV Scale Modifier ", Range(0.01,2)) = 0 + //[Space(8)] + + _RedMultiplier ("Red Channel Multiplier", Range(0, 5)) = 1 + _GreenMultiplier ("Green Channel Multiplier", Range(0, 5)) = 1 + _BlueMultiplier ("Blue Channel Multiplier", Range(0,5)) = 1 + //_Fade ("Fade mod", Range(0, 6)) = 1.5 + + + // [Space(16)] + + + + // [Space(48)] + // [Header(MAIN)] + // [Enum(Unity Default, 0, Non Linear, 1)]_LightProbeMethod("Light Probe Sampling", Int) = 0 + // [Enum(UVs, 0, Triplanar World, 1, Triplanar Object, 2)]_TextureSampleMode("Texture Mode", Int) = 0 + // _TriplanarFalloff("Triplanar Blend", Range(0.5,1)) = 1 + // _MainTex("Main Texture", 2D) = "white" {} + // _Color("Color", Color) = (1,1,1,1) + + // [Space(16)] + // [Header(NORMALS)] + // _BumpMap("Normal Map", 2D) = "bump" {} + // _BumpScale("Normal Scale", Range(-1,1)) = 1 + + // [Space(16)] + // [Header(METALLIC)] + // _MetallicGlossMap("Metallic Map", 2D) = "white" {} + // _Metallic("Metallic", Range(0,1)) = 0 + // _Glossiness("Smoothness", Range(0,1)) = 0 + + // [Space(16)] + // [Header(LIGHTMAPPING HACKS)] + // _SpecularLMOcclusion("Specular Occlusion", Range(0,1)) = 0 + // _SpecLMOcclusionAdjust("Spec Occlusion Sensitiviy", Range(0,1)) = 0.2 + // _LMStrength("Lightmap Strength", Range(0,1)) = 1 + // _RTLMStrength("Realtime Lightmap Strength", Range(0,1)) = 1 + + + + + } + SubShader + { + + Tags{ "Queue" = "Transparent+1" "IgnoreProjector"="True" "RenderType" = "Transparent" } + + Pass + { + + Cull Front + Ztest GEqual + ZWrite Off + Blend [_BlendSrc] [_BlendDst] + BlendOp [_BlendOp] + Offset -1, -1 + Lighting Off + + Stencil + { + Ref 142 + Comp NotEqual + Pass Keep + } + Tags{ "LightMode" = "Always" } + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + //#pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma instancing_options assumeuniformscaling + #pragma multi_compile _DNENABLER_NONE _DNENABLER_USEDNTEXTURE + #define PROJECTION_YES //To identify the pass in the vert/frag shaders + + #include "UnityCG.cginc" + #include "../Shared/VRSL-AudioLink-Defines.cginc" //Property Defines are here + + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 texcoord : TEXCOORD1; + float4 color : COLOR; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float4 projectionorigin : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float4 audioGlobalFinalConeIntensity : TEXCOORD1; + float3 ray : TEXCOORD2; + float4 screenPos : TEXCOORD4; + float4 color : COLOR; + float3 normal : TEXCOORD3; + //float2 sector: TEXCOORD10; + float4 projectionorigin : TEXCOORD5; + float4 worldDirection : TEXCOORD6; + float4 worldPos : TEXCOORD7; + float3 viewDir : TEXCOORD8; + float4 emissionColor : TEXCOORD9; + //float3 intensityStrobeWidth : TEXCOORD9; + //float4 goboPlusSpinPanTilt : TEXCOORD11; + //float4 rgbColor : TEXCOORD12; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + #include "../Shared/VRSL-AudioLink-Functions.cginc" //Custom Functions + #include "VRSL-AudioLink-StandardMover-ProjectionFrag.cginc" //Fragment Shader is here + #include "VRSL-AudioLink-StandardMover-Vertex.cginc" //Vertex Shader is here + + ENDCG + + } + + + } + CustomEditor "VRSLInspector" + //CustomEditor "MoverProjectionLightCustomGUI" + //CustomEditor "MoverProjectionLightCustomGUI" +} diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-ProjectionMesh.shader.meta b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-ProjectionMesh.shader.meta new file mode 100644 index 0000000..689f666 --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-ProjectionMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3f32e1ea57484e441afcd2f990b2f89e +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-Vertex.cginc b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-Vertex.cginc new file mode 100644 index 0000000..d073397 --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-Vertex.cginc @@ -0,0 +1,374 @@ + //This file contains the vertex and fragment functions for both the ForwardBase and Forward Add pass. +//FOR MOVER LIGHT SHADER +#define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + +float4 CalculateProjectionScaleRange(appdata v, float4 input, float scalar) +{ + float4 oldinput = input; + float4x4 scaleMatrix = float4x4(scalar, 0, 0, 0, + 0, scalar, 0, 0, + 0, 0, scalar, 0, + 0, 0, 0, 1.0); + float4 newOrigin = input.w * _ProjectionRangeOrigin; + input.xyz = input.xyz - newOrigin; + //Do stretch + float4 newProjectionScale = mul(scaleMatrix, input); + input.xyz = newProjectionScale; + input.xyz = input.xyz + newOrigin; + input.xyz = IF(v.color.r == 1.0 && ceil(v.color.g) == 1, input.xyz, oldinput); + return input; + + +} +float4 CalculateConeWidth(appdata v, float4 input, float scalar) +{ + #if defined(VOLUMETRIC_YES) + + + #ifdef WASH + scalar *= 2.5; + scalar += 2.50; + //scalar = clamp(scalar, 0.0, 50.0); + #endif + + //Set New Origin + float4 newOrigin = input.w * _FixtureRotationOrigin; + input.xyz = input.xyz - newOrigin; + scalar = -scalar; + // Do Transformation + float distanceFromFixture = (v.uv.x) * (scalar); + distanceFromFixture = lerp(0, distanceFromFixture, pow(v.uv.x, 0.05)); + input.y = (input.y) + (-v.normal.y) * (distanceFromFixture); + input.x = (input.x) + (-v.normal.x) * (distanceFromFixture); + float3 originStretch = input.xyz; + float3 stretchedcoords = (v.tangent.z*getMaxConeLength()); + input.xyz = lerp(originStretch, (input.xyz * stretchedcoords), pow(v.uv.x,lerp(1, 0.1, v.uv.x)-0.5)); + input.xyz = IF(v.uv.x < 0.001, originStretch, input.xyz); + + // } + // else + // { + // float distanceFromFixture = (v.uv.x) * scalar; + // distanceFromFixture = lerp(0, distanceFromFixture, pow(v.uv.x, _ConeSync)); + // input.y = (input.y) + (v.normal.y) * distanceFromFixture; + // input.x = (input.x) + (v.normal.x) * distanceFromFixture; + + // float3 originStretch = input.xyz; + // float3 stretchedcoords = (v.tangent.z*getMaxConeLength()); + // input.xyz = lerp(originStretch, (input.xyz * stretchedcoords), pow(v.uv.x,lerp(1, 0.1, v.uv.x)-0.5)); + // input.xyz = IF(v.uv.x < 0.001, originStretch, input.xyz); + + + // } + input.xyz = input.xyz + newOrigin; + + return input; + #endif + + #if defined(PROJECTION_YES) + if(ceil(v.color.g) >= 0.9 && ceil(v.color.r) >= 0.5) + { + float4 newOrigin = input.w * _ProjectionRangeOrigin; + input.xyz = input.xyz - newOrigin; + + // Do Transformation + float distanceFromFixture = (v.texcoord.x) * scalar; + //input.xy = input.xy + v.normal.xy * distanceFromFixture; + input.x = (input.x) + (v.normal.x) * distanceFromFixture; + input.z = (input.z) + (v.normal.z) * distanceFromFixture; + + //Rest Origin + input.xyz = input.xyz + newOrigin; + + return input; + + } + else + { + return input; + } + #endif + return input; + +} + +inline float4 CalculateFrustumCorrection() +{ + float x1 = -UNITY_MATRIX_P._31/(UNITY_MATRIX_P._11*UNITY_MATRIX_P._34); + float x2 = -UNITY_MATRIX_P._32/(UNITY_MATRIX_P._22*UNITY_MATRIX_P._34); + return float4(x1, x2, 0, UNITY_MATRIX_P._33/UNITY_MATRIX_P._34 + x1*UNITY_MATRIX_P._13 + x2*UNITY_MATRIX_P._23); +} +float2 GetStripeInfo(uint goboSelection) +{ + float2 result = float2(0.0,0.0); + switch(goboSelection) + { + case 1: + return result; + case 2: + result.x = _StripeSplit; + result.y = _StripeSplitStrength; + return result; + case 3: + result.x = _StripeSplit2; + result.y = _StripeSplitStrength2; + return result; + case 4: + result.x = _StripeSplit3; + result.y = _StripeSplitStrength3; + return result; + case 5: + result.x = _StripeSplit4; + result.y = _StripeSplitStrength4; + return result; + case 6: + result.x = _StripeSplit5; + result.y = _StripeSplitStrength5; + return result; + case 7: + result.x = _StripeSplit6; + result.y = _StripeSplitStrength6; + return result; + case 8: + result.x = _StripeSplit7; + result.y = _StripeSplitStrength7; + return result; + default: + return result; + } +} + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + +//VERTEX SHADER +v2f vert (appdata v) +{ + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_OUTPUT(v2f, o); //DON'T INITIALIZE OR IT WILL BREAK PROJECTION + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + v.vertex = CalculateConeWidth(v, v.vertex, getConeWidth()); + v.vertex = CalculateProjectionScaleRange(v, v.vertex, _ProjectionRange); + //calculate rotations for verts + //v.vertex = calculateRotations(v, v.vertex, 0); + #if defined(PROJECTION_YES) + #ifdef RAW + o.globalFinalIntensity.x = getGlobalIntensity(); + o.globalFinalIntensity.y = getFinalIntensity(); + #else + o.audioGlobalFinalConeIntensity.x = GetAudioReactAmplitude(); + o.audioGlobalFinalConeIntensity.y = getGlobalIntensity(); + o.audioGlobalFinalConeIntensity.z = getFinalIntensity(); + o.audioGlobalFinalConeIntensity.w = getConeWidth(); + #endif + + o.emissionColor = getEmissionColor(); + #endif + #if defined(VOLUMETRIC_YES) + #ifdef RAW + o.globalFinalIntensity.x = getGlobalIntensity(); + o.globalFinalIntensity.y = getFinalIntensity(); + #else + o.audioGlobalFinalIntensity.x = GetAudioReactAmplitude(); + o.audioGlobalFinalIntensity.y = getGlobalIntensity(); + o.audioGlobalFinalIntensity.z = getFinalIntensity(); + #endif + o.emissionColor = getEmissionColor(); + float3 worldCam; + worldCam.x = unity_CameraToWorld[0][3]; + worldCam.y = unity_CameraToWorld[1][3]; + worldCam.z = unity_CameraToWorld[2][3]; + float3 objCamPos = mul(unity_WorldToObject, float4(worldCam, 1)).xyz; + //objCamPos = InvertVolumetricRotations(float4(objCamPos,1)).xyz; + float len = length(objCamPos.xy); + len *= len; + o.camAngleLen.y = len; + float4 originScreenPos = ComputeScreenPos(UnityObjectToClipPos(float4(0,0,0,0))); + float2 originScreenUV = originScreenPos.xy / originScreenPos.w; + o.camAngleLen.x = saturate((1-distance(float2(0.5, 0.5), originScreenUV))-0.5); + o.camAngleLen.x = pow(o.camAngleLen.x, 0.5); + o.blindingEffect = clamp(0.6/len,1.0,8.0); + //camAngle = lerp(1, camAngle, len); + + + #ifndef WASH + float endBlind = lerp(1.0, o.blindingEffect, 0.35); + o.blindingEffect = lerp(endBlind, o.blindingEffect * 2.2, o.camAngleLen.x); + #else + o.blindingEffect = lerp(1, o.blindingEffect * 2.0, o.camAngleLen.x); + #endif + //o.camAngle = camAngle; + //o.viewDir.yzw = objCamPos.xyz; + #endif + + //calculate rotations for normals, cast to float4 first with 0 as w + float4 newNormals = float4(v.normal.x, v.normal.y, v.normal.z, 0); + //newNormals = calculateRotations(v, newNormals, 1); + v.normal = newNormals.xyz; + + //calculate rotations for tangents, cast to float4 first with 0 as w + float4 newTangent = float4(v.tangent.x, v.tangent.y, v.tangent.z, 0); + //newTangent = calculateRotations(v, newTangent, 1); + v.tangent = newTangent.xyz; + + //original surface shader related code + float3 worldNormal = UnityObjectToWorldNormal(v.normal); + float3 tangent = UnityObjectToWorldDir(v.tangent); + float3 bitangent = cross(tangent, worldNormal); + + + #if !defined(PROJECTION_YES) && !defined(VOLUMETRIC_YES) + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + #endif + + #if defined(PROJECTION_YES) + + //UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + //move verts to clip space + o.pos = UnityObjectToClipPos(v.vertex); + //get screen space position of verts + o.screenPos = ComputeScreenPos(o.pos); + //Putting in the vertex position before the transformation seems to somewhat move the projection correctly, but is still incorrect...? + o.ray = UnityObjectToViewPos(v.vertex).xyz; + //invert z axis so that it projects from camera properly + o.ray *= float3(1,1,-1); + //saving vertex color incase needing to perform rotation calculation in fragment shader + o.color = v.color; + //o.sector.x = (float)sector; + + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + + //For Mirror Depth Correction + o.worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos; + // pack correction factor into direction w component to save space + o.worldDirection.w = dot(o.pos, CalculateFrustumCorrection()); + //o.viewDir = normalize(mul(UNITY_MATRIX_MV, v.vertex).xyz); + o.viewDir = normalize(UnityObjectToViewPos(v.vertex.xyz)); // get normalized view dir + o.viewDir /= o.viewDir.z; // rescale vector so z is 1.0 + #ifdef RAW + if(o.globalFinalIntensity.x <= 0.005 || o.globalFinalIntensity.y <= 0.005 || all(o.emissionColor.xyz <= float4(0.005, 0.005, 0.005, 1.0))) + { + v.vertex = float4(0,0,0,0); + o.pos = UnityObjectToClipPos(v.vertex); + } + #else + if(o.audioGlobalFinalConeIntensity.x <= 0.005 || o.audioGlobalFinalConeIntensity.y <= 0.005 || o.audioGlobalFinalConeIntensity.z <= 0.005 || all(o.emissionColor.xyz <= float4(0.005, 0.005, 0.005, 1.0))) + { + v.vertex = float4(0,0,0,0); + o.pos = UnityObjectToClipPos(v.vertex); + } + #endif + + //o.normal = v.normal; + #endif + + + #if defined(UNITY_PASS_FORWARDBASE) + o.uv1 = v.uv1; + o.uv2 = v.uv2; + #endif + + + //Volumetric Part - Vertex Shader + #if defined(VOLUMETRIC_YES) + o.pos = UnityObjectToClipPos(v.vertex); + + o.screenPos = ComputeScreenPos (o.pos); + o.uvClone = v.uv2; + o.uv2 = TRANSFORM_TEX(v.uv2, _NoiseTex); + o.uv = TRANSFORM_TEX(v.uv, _LightMainTex); + //o.uv = UnityStereoScreenSpaceUVAdjust(uv, sb) + COMPUTE_EYEDEPTH(o.screenPos.z); + UNITY_TRANSFER_FOG(o,o.vertex); + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + + //For Mirror Depth Correction + o.worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos; + // pack correction factor into direction w component to save space + o.worldDirection.w = dot(o.pos, CalculateFrustumCorrection()); + o.color = v.color; + //o.worldPos = mul(unity_ObjectToWorld, v.vertex); + o.objPos = v.vertex; + o.objNormal = v.normal; + o.stripeInfo = GetStripeInfo(instancedGOBOSelection()); + o.norm = worldNormal; + #ifdef RAW + if(o.globalFinalIntensity.x <= 0.005 || o.globalFinalIntensity.y <= 0.005 || all(o.emissionColor.xyz <= float4(0.005, 0.005, 0.005, 1.0))) + { + v.vertex = float4(0,0,0,0); + o.pos = UnityObjectToClipPos(v.vertex); + } + #else + if(o.audioGlobalFinalIntensity.x <= 0.005 || o.audioGlobalFinalIntensity.y <= 0.005 || o.audioGlobalFinalIntensity.z <= 0.005 || all(o.emissionColor.xyz <= float4(0.005, 0.005, 0.005, 1.0))) + { + v.vertex = float4(0,0,0,0); + o.pos = UnityObjectToClipPos(v.vertex); + } + #endif + #endif + + #if !defined(UNITY_PASS_SHADOWCASTER) && !defined(PROJECTION_YES) && !defined(VOLUMETRIC_YES) + + o.color = v.color; + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + o.objPos = v.vertex; + o.objNormal = v.normal; + o.btn[0] = bitangent; + o.btn[1] = tangent; + o.btn[2] = worldNormal; + #if !defined(VOLUMETRIC_YES) && !defined (PROJECTION_YES) + UNITY_TRANSFER_SHADOW(o, o.uv); + + #endif + #else + o.color = v.color; + #endif + + return o; +} + +//START OF FRAG SHADER + +#if defined(VOLUMETRIC_YES) +fixed4 frag (v2f i, fixed facePos : VFACE) : SV_Target +{ + return VolumetricLightingBRDF(i, facePos); +} +#endif +#if !defined(VOLUMETRIC_YES) +fixed4 frag (v2f i) : SV_Target +{ + + //Return only this if in the shadowcaster + #if defined(UNITY_PASS_SHADOWCASTER) + if(i.color.r > 0 && i.color.b > 0) + { + discard; + return half4(0,0,0,0); + } + else + { + SHADOW_CASTER_FRAGMENT(i); + } + + // #elif defined (VOLUMETRIC_YES) + // return VolumetricLightingBRDF(i); + #elif defined (PROJECTION_YES) + return ProjectionFrag(i); + + #else + return CustomStandardLightingBRDF(i); + #endif +} +#endif + + + diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-Vertex.cginc.meta b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-Vertex.cginc.meta new file mode 100644 index 0000000..0c325ce --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-Vertex.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e643848a60c7a384c8f34c9e191a0433 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-VolumetricFrag.cginc b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-VolumetricFrag.cginc new file mode 100644 index 0000000..70223a5 --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-VolumetricFrag.cginc @@ -0,0 +1,288 @@ +#define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + +//CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION +inline float CorrectedLinearEyeDepth(float z, float B) +{ + #if UNITY_REVERSED_Z + if (z == 0) + return LinearEyeDepth(z); + #endif + return 1.0 / (z/UNITY_MATRIX_P._34 + B); +} +float Fresnel(float3 Normal, float3 ViewDir, float Power) +{ + return pow(max(0, dot(normalize(Normal), -ViewDir)), Power); +} + +//3D noise based on iq's https://www.shadertoy.com/view/4sfGzS +//HLSL conversion by Orels1~ +half Noise(half3 p) +{ + half3 i = floor(p); p -= i; + p *= p * (3. - 2. * p); + half2 uv = (p.xy + i.xy + half2(37, 17) * i.z + .5)*0.00390625; + //uv.y *= -1; + float4 uv4 = float4(uv.x, uv.y * -1, 0.0, 0.0); + p.xy = tex2Dlod(_LightMainTex, uv4).yx; + return lerp(p.x, p.y, p.z); +} + +const float3x3 m = float3x3( 0.00, 0.80, 0.60, + -0.80, 0.36, -0.48, + -0.60, -0.48, 0.64 ); + + + +float4 VolumetricLightingBRDF(v2f i, fixed facePos) +{ + //Setup instancing + UNITY_SETUP_INSTANCE_ID(i); + + //Get Global/FInal Intensity + #ifdef RAW + float globalintensity = i.globalFinalIntensity.x; + float finalintensity = i.globalFinalIntensity.y; + //Get Emission Color + float4 emissionTint = i.emissionColor; + + //Check if we should even render the cone at all? + if(globalintensity <= 0.005 || finalintensity <= 0.005 || all(emissionTint <= float4(0.005, 0.005, 0.005, 1.0))) + { + //If the light is basically off, don't render anything. + return half4(0,0,0,0); + } + #else + float audioReact = i.audioGlobalFinalIntensity.x; + float globalintensity = i.audioGlobalFinalIntensity.y; + float finalintensity = i.audioGlobalFinalIntensity.z; + //Get Emission Color + float4 emissionTint = i.emissionColor; + + + if(globalintensity <= 0.005 || finalintensity <= 0.005 || audioReact <= 0.005 || all(emissionTint<= float4(0.005, 0.005, 0.005, 1.0))) + { + //If the light is basically off, don't render anything. + return half4(0,0,0,0); + } + #endif + //not sure why this was here... Keeping it just in case... it shouldn't do anything technically. + // i.uv.x = saturate(i.uv.x); + // i.uv.y = saturate(i.uv.y); + + + //Get gobo selection! Getting this in vertex shader seems to cause weird artifacting for some reason! + uint gobo = instancedGOBOSelection(); + + //Initialize UVMap + half2 uvMap = half2(0.0,0.0); + + //replacement for _WorldSpaceCameraPos + float3 wpos; + wpos.x = unity_CameraToWorld[0][3]; + wpos.y = unity_CameraToWorld[1][3]; + wpos.z = unity_CameraToWorld[2][3]; + + //Get Gobo Spin speed information + float goboSpinSpeed = IF(checkPanInvertY() == 1, -getGoboSpinSpeed(), getGoboSpinSpeed()); + float spinSpeed = UNITY_ACCESS_INSTANCED_PROP(Props,_EnableSpin); + + //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + //Get Screen Pos UVs + float perspectiveDivide = 1.0f / i.pos.w; + float4 direction = i.worldDirection * perspectiveDivide; + float2 screenUV = i.screenPos.xy / i.screenPos.w; + //Sampling Depth + float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenUV); + //Correct for mirrors as Eye Depth + depth = CorrectedLinearEyeDepth(depth, direction.w); + //Convert to Raw Depth + depth = (1.0 - (depth * _ZBufferParams.w)) / (depth * _ZBufferParams.z); + //Convert to Linear01 Deppth + depth = Linear01Depth(depth); + + //Attempt to fade cone away when intersecting with another object + float intersectionFade = saturate(((depth * _ProjectionParams.z) - i.screenPos.w)); + //Attempt to fade cone away when intersecting with the camera. + + //Starts to fade about 1 meter away(x/1). increase divisor to increase distance + + float cameraFade = saturate(((distance(wpos, i.worldPos) - 0.5))); + //float cameraFade = 0; + + + //Fade the camera less when you are closer to the source of the light. + cameraFade = (lerp(1.0, cameraFade, saturate(pow(i.uv.x, 0.1)))); + + //Set uv map properly and adjust for the length of the cone. + uvMap = half2(saturate(i.uv.x * getConeLength()), i.uv.y); + + //Generate gradient for cone. + // #ifndef WASH + fixed gradientTexture = saturate((pow(-uvMap.x + 1, 2.25))); + // #else + // float camFadeMod = saturate(1/(i.camAngleLen.y)); + // fixed gradientTexture = saturate((pow(-uvMap.x + 1, lerp(2.25, 2.25+(getConeWidth()),camFadeMod)))); + // #endif + fixed4 col = gradientTexture.r; + + //Calculate View Direction for fading edges. + float3 viewDir = normalize(wpos - i.worldPos.xyz); + viewDir = normalize(mul(unity_WorldToObject,float4(viewDir,0.0))); + //Initialize Edge Fade + float edgeFade = 0.0; + //float threeDNoiseScale = 1.0; + //Fade away edges of cone using a Fresnel calculation. + //Set the strength of the fade based on which side of the polygon. + //float threeDNoiseScale = 1.0; + half noiseScaleThreeD; + if(facePos > 0) + { + edgeFade = Fresnel(-i.objNormal, viewDir, _InnerFadeStrength); + noiseScaleThreeD = _Noise2Stretch; + } + else + { + //Reduce fade strength if closer to source of light + float fadeSTR = lerp(1.0, _FadeStrength, saturate(pow(i.uv.x, 0.1) + 0.05)); + edgeFade = Fresnel(i.objNormal, viewDir, fadeSTR); + noiseScaleThreeD = _Noise2StretchInside; + } + + //Set correct gobo spin speed direction; + spinSpeed *= -goboSpinSpeed; + + //Combine Gradient with emission color, intersection fade and camera fade. + col = col * emissionTint * cameraFade; + //return cameraFade; + + //Generate 2D noise texture, add scroll effect, and map to cone. + float2 texUV = i.uv2; + texUV.x = texUV.x + _Time * 0.75; + texUV.y = texUV.y + _Time * 0.1; + #if !defined(WASH) + float4 tex = tex2D(_NoiseTex, texUV); + #else + float4 tex = float4(1,1,1,1); + #endif + + //initialize 3D noise value and 2D noise strength value + float threeDNoise = 1.0; + half np = 0.0; + + + //If we are using 3D noise... + if(_ToggleMagicNoise > 0) + { + //Get vertex/frag position in worldspace + float3 worldposNoise = i.worldPos.xyz; + //Add Scrolling effect + worldposNoise.x += (_Time * _Noise2X); + worldposNoise.y += (_Time * _Noise2Y); + worldposNoise.z += (_Time * _Noise2Z); + //Add Tiling effect + float3 q = noiseScaleThreeD * worldposNoise.xyz; + + //Use IQ's noise calculation equation to calculate 3D noise in world space. + //Currently only sampling the noise twice as sampling anymore isn't creating any visible improvements. + threeDNoise = 0.5000*Noise( q ); + q = mul(m,q)*2.01; + threeDNoise += 0.2500*Noise( q ); + // q = mul(m,q)*2.02; + // threeDNoise += 0.1250*Noise( q ); + // q = mul(m,q)*2.03; + // threeDNoise += 0.0625*Noise( q ); + // q = mul(m,q)*2.01; + + //If we aren't using gobos, remove the 2D noise effect + np = gobo > 1 ? _NoisePower : 0.0; + //Set 3D Noise Power + #ifndef WASH + float newNP = lerp(_Noise2Power - 0.2, _Noise2Power, gradientTexture.r); + threeDNoise = lerp(1, threeDNoise, newNP); + #else + threeDNoise = lerp(1, threeDNoise, _Noise2Power); + #endif + } + //If we aren't using 3D noise.. + else + { + //If we are using gobos, add another 0.2 to the 2D noise power strength. + #ifndef WASH + np = gobo > 1 ? clamp(0,1,_NoisePower + 0.2) : _NoisePower; + #else + //tex = tex2D(_NoiseTex, texUV); + np = _NoisePower; + #endif + } + + //Mix 2D noise Power + tex = lerp(fixed4(1, 1, 1, 1), tex, np); + + //Find Greyscale value of cone. + float3 newCol = (col.r + col.g + col.b)/3; + //Create fake white power effect at source of cone and use Saturation and Saturation Length to blend that effect + float satMod = 5.0; + if(gobo <= 1) + { + satMod = 0.0; + col *= 0.8; + + } + //float satMod = gobo > 1 ? 5.0 : 0.0; + newCol.xyz = lerp(col.xyz,newCol * 5, saturate(pow(saturate(gradientTexture - 0.25), _SaturationLength - satMod)) * tex.r); + col.xyz = lerp(col.xyz, newCol.xyz, _Saturation); + + //Mix in blinding effect. + col*= ((i.blindingEffect * (i.blindingEffect * 0.25))); + col*=6.0; + col = lerp(col, fixed4(0,0,0,0), saturate(pow(i.uv.x,.5))); + + #if !defined(WASH) + //Beam Splitter and gobo spin + const float pi = 3.14159265; + //Choose split strength and pattern based on information in i.stripeinfo. + float splitter = (sin(i.uv.y * pi * floor(i.stripeInfo.x) * 2 + (_Time.w * spinSpeed)) + 1.0); + //Do not use beam splitting if we aren't using gobos. + float splitstr = IF(_GoboBeamSplitEnable == 1 && gobo > 1, i.stripeInfo.y, 0); + splitter = lerp(1.0, splitter, splitstr); + #else + float splitter = 1.0; + #endif + + + //Mix in 2D noise, beam splitting, and 3D noise. + col *= tex; + col *= splitter; + col *= threeDNoise; + + //Add more power to Inner side of cone + float4 result = col; + #if !defined(WASH) + result = lerp(col,col * 25, saturate(pow(gradientTexture, _InnerIntensityCurve))); + #endif + + //Mix in Frensel Edge Fade + result *= edgeFade; + + //Combine Global Intensity and Final Intensity + float gifi = (globalintensity * globalintensity) * (finalintensity * finalintensity); + + //Fixture lens is now apart of Volumetrics, calculation for lens strenght is here + #if !defined(WASH) + float4 r2 = i.uv.x < 0.001 ? 60 * result * _LensMaxBrightness : result; + #else + float4 r2 = i.uv.x < 0.001 ? result * _LensMaxBrightness : result; + #endif + //Mix in the rest of the external intensity properties. + result = lerp(result, r2, gifi); + result = lerp(half4(0,0,0,result.w), result, gifi); + result *= _FixtureMaxIntensity * _UniversalIntensity; + #ifndef RAW + result = lerp(half4(0,0,0,result.w), result, audioReact * audioReact); + #endif + + //Mix in Camera angle into strength for outside faces, increase strength for inside faces. + result = facePos > 0 ? lerp(result * i.camAngleLen.x, result, cameraFade) : result * 3; + return result * intersectionFade; + +} \ No newline at end of file diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-VolumetricFrag.cginc.meta b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-VolumetricFrag.cginc.meta new file mode 100644 index 0000000..81544ea --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-VolumetricFrag.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c19f956d613886740b2321db2536a1ec +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-VolumetricMesh.shader b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-VolumetricMesh.shader new file mode 100644 index 0000000..cdc7f80 --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-VolumetricMesh.shader @@ -0,0 +1,190 @@ +Shader "VRSL/AudioLink/Standard Mover/Volumetric" +{ + Properties + { + [Header (INSTANCED PROPERITES)] + + [HideInInspector][Toggle] _PanInvert ("Invert Mover Pan", Int) = 0 + [HideInInspector][Toggle] _TiltInvert ("Invert Mover Tilt", Int) = 0 + + //Color Texture Sampling Properties + [Toggle] _EnableColorTextureSample ("Enable Color Texture Sampling", Int) = 0 + _SamplingTexture ("Texture To Sample From for Color", 2D) = "white" {} + _TextureColorSampleX ("X coordinate to sample the texture from", Range(0,1)) = 0.5 + _TextureColorSampleY ("Y coordinate to sample the texture from", Range(0,1)) = 0.5 + + //[HideInInspector]_FinalStrobeFreq ("Final Strobe Frequency", Float) = 0 + //[HideInInspector]_NewTimer("New Timer From Udon For Strobe", Float) = 0 + + [HideInInspector]_FixtureBaseRotationY("Mover Pan Offset (Blue + Green)", Range(-540,540)) = 0 + [HideInInspector]_FixtureRotationX("Mover Tilt Offset (Blue)", Range(-180,180)) = 0 + [HideInInspector]_ProjectionSelection ("GOBO Selection", Range(1,6)) = 1 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + + [Header(Audio Section)] + [Toggle]_EnableAudioLink("Enable Audio Link", Float) = 0 + [Toggle] _EnableColorChord ("Enable Color Chord Tinting", Int) = 0 + _Band("Band", Float) = 0 + _BandMultiplier("Band Multiplier", Range(1, 15)) = 1 + _Delay("Delay", Float) = 0 + _NumBands("Num Bands", Float) = 4 + _AudioSpectrum("AudioSpectrum", 2D) = "black" {} + + //[Header (BASIC CONTROLS)] + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _Saturation("Final Saturation", Range(0,1)) = 1 + _SaturationLength("Final Saturation Length", Range(1,20)) = 19 + _LensMaxBrightness("Lens Max Brightness", Range(0.01, 10)) = 5 + _ConeWidth("Cone Width", Range(0,5.5)) = 0 + _ConeLength("Cone Length", Range(1,10)) = 1 + _MaxConeLength("Max Cone Length", Range(1,10)) = 1 + _ConeSync ("Cone Scale Sync", Range(1,10)) = 0.2 + // _BlockLengthX("OSC Block Base Distance X", Float) = 0.019231 + // _BlockLengthY("OSC Block Base Distance Y", Float) = 0 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Source Blend mode", Float) = 2 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Destination Blend mode", Float) = 1 + [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0 + //[Space(16)] + + //[Header(MOVER CONTROLS)] + + + _FixtureRotationOrigin("Fixture Pivot Origin", Float) = (0, 0.014709, -1.02868, 0) + _MaxMinPanAngle("Max/Min Pan Angle (-x, x)", Float) = 180 + _MaxMinTiltAngle("Max/Min Tilt Angle (-y, y)", Float) = 180 + + //[Header(VOLUMETRIC LIGHTING CONTROLS)] + _LightMainTex ("Light Texture", 2D) = "white" {} + _NoiseTex ("NoiseTex", 2D) = "white" {} + _NoisePower("Noise Strength", Range(0, 1)) = 1 + _NoiseSeed ("Noise Seed", float) = 0 + [Toggle]_ToggleMagicNoise ("Toggle Magic Noise", Int) = 1 + //_ThreeDNoiseScaleInside ("Inside Magic Noise Scale", Range(-10, 10)) = 1 + _Noise2Stretch ("Outside Magic Noise Scale", Range(-10, 10)) = 1 + _Noise2StretchInside ("Inside Magic Noise Scale", Range(-10, 10)) = 1 + _Noise2X ("Magic Noise X Scroll", Range(-10, 10)) = 1 + _Noise2Y ("Magic Noise Y Scroll", Range(-10, 10)) = 1 + _Noise2Z ("Magic Noise Y Scroll", Range(-10, 10)) = 1 + _Noise2Power("Magic Noise Strength", Range(0, 1)) = 1 + //[NoScaleOffset]_InsideConeNormalMap("Inside Cone Normal Map", 2D) = "bump" {} + + _FixtureMaxIntensity ("Maximum Cone Intensity",Range (0,5)) = 0.5 + _PulseSpeed("Pulse Speed", Range(0,2)) = 0 + _FadeStrength("Edge Fade", Range(1,10)) = 1 + _InnerFadeStrength("Inner Fade Strength", Range(0.00001,10)) = 0.00001 + _InnerIntensityCurve("Inner Intensity Curve", Range(0.00001,20)) = 1 + _DistFade("Distance Fade", Range(0,20)) = 0.1 + _FadeAmt("Intersection Offset", Range(-10, 10)) = 0.1 + _IntersectionMod("Intersection Modification", Range(0.00001, 10)) = 1 + //_IntensityCutoff("Intensity Minimum Cut Off", Range (0, 1)) = 0.2 + [Toggle]_GoboBeamSplitEnable("Enable Splitting the beam on Gobos 2-6", Int) = 0 + _StripeSplit ("Stripe Split GOBO2", Range(0, 30)) = 0 + _StripeSplitStrength ("Stripe Split Strength G0B02", Range(0, 1)) = 0 + _StripeSplit2 ("Stripe Split GOBO3", Range(0, 30)) = 0 + _StripeSplitStrength2 ("Stripe Split Strength G0B03", Range(0, 1)) = 0 + _StripeSplit3 ("Stripe Split GOBO4", Range(0, 30)) = 0 + _StripeSplitStrength3 ("Stripe Split Strength G0B04", Range(0, 1)) = 0 + _StripeSplit4 ("Stripe Split GOBO5", Range(0, 30)) = 0 + _StripeSplitStrength4 ("Stripe Split Strength G0B05", Range(0, 1)) = 0 + _StripeSplit5 ("Stripe Split GOBO6", Range(0, 30)) = 0 + _StripeSplitStrength5 ("Stripe Split Strength G0B06", Range(0, 1)) = 0 + _StripeSplit6 ("Stripe Split GOBO7", Range(0, 30)) = 0 + _StripeSplitStrength6 ("Stripe Split Strength G0B07", Range(0, 1)) = 0 + _StripeSplit7 ("Stripe Split GOBO8", Range(0, 30)) = 0 + _StripeSplitStrength7 ("Stripe Split Strength G0B08", Range(0, 1)) = 0 + + [Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + _SpinSpeed ("Auto Spin Speed", Range(-10, 10)) = 0 + + + + //[Space(16)] + + + + //[Toggle] _UseWorldNorm("Use World Normal vs View Normal", Float) = 0 + //[KeywordEnum(None, UseDNTexture)] _DNEnabler ("Enable Depth Normal Texture", Float) = 0 + + } + SubShader + { + + Tags{ "Queue" = "Transparent+2" "IgnoreProjector"="True" "RenderType" = "Transparent" } + //Volumetric Pass + + Pass + { + Blend [_BlendSrc] [_BlendDst] + BlendOp [_BlendOp] + Cull Off + ZWrite Off + Lighting Off + Tags{ "LightMode" = "Always" } + Stencil + { + Ref 148 + Comp NotEqual + Pass Keep + } + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma instancing_options assumeuniformscaling + #define VOLUMETRIC_YES //To identify the pass in the vert/frag + + #include "UnityCG.cginc" + #include "../Shared/VRSL-AudioLink-Defines.cginc" //Property Defines are here + float3 thisIsAChange; + #include "../Shared/VRSL-AudioLink-Functions.cginc" //Custom Functions + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float4 color : COLOR; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float2 uv2 : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float blindingEffect : TEXCOORD1; + float4 worldPos : TEXCOORD2; + float4 color : TEXCOORD3; + float3 audioGlobalFinalIntensity : TEXCOORD4; + float2 camAngleLen : TEXCOORD5; + float4 screenPos : TEXCOORD6; + float4 pos : SV_POSITION; + float3 objPos : TEXCOORD7; + centroid float3 objNormal : TEXCOORD8; + float2 stripeInfo : TEXCOORD9; + float2 uvClone : TEXCOORD10; + float3 norm : TEXCOORD11; + float4 emissionColor : TEXCOORD12; + float2 uv2 : TEXCOORD13; + float4 worldDirection : TEXCOORD14; + //float3 intensityStrobeGOBOSpinSpeed : TEXCOORD15; + //float4 rgbColor : TEXCOORD16; + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + #include "VRSL-AudioLink-StandardMover-VolumetricFrag.cginc" //Fragment Shader is here + #include "VRSL-AudioLink-StandardMover-Vertex.cginc" //Vertex Shader is here + + + ENDCG + } + + } + CustomEditor "VRSLInspector" + //CustomEditor "MoverProjectionLightCustomGUI" +} diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-VolumetricMesh.shader.meta b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-VolumetricMesh.shader.meta new file mode 100644 index 0000000..7ade9d8 --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-StandardMover-VolumetricMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a9ae9924e60e8b04293b700af7aba257 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-FixtureMesh.shader b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-FixtureMesh.shader new file mode 100644 index 0000000..4e252cd --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-FixtureMesh.shader @@ -0,0 +1,189 @@ +Shader "VRSL/AudioLink/Wash Mover/Fixture" +{ + Properties + { + //[Header (INSTANCED PROPERITES)] + [HideInInspector][Toggle] _PanInvert ("Invert Mover Pan", Int) = 0 + [HideInInspector][Toggle] _TiltInvert ("Invert Mover Tilt", Int) = 0 + + + //[HideInInspector]_FinalStrobeFreq ("Final Strobe Frequency", Float) = 0 + //[HideInInspector]_NewTimer("New Timer From Udon For Strobe", Float) = 0 + + //[Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + [HideInInspector]_FixtureBaseRotationY("Mover Pan Offset (Blue + Green)", Range(-540,540)) = 0 + [HideInInspector]_FixtureRotationX("Mover Tilt Offset (Blue)", Range(-180,180)) = 0 + [HideInInspector]_ProjectionSelection ("GOBO Selection", Range(0,6)) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + + [Header(Audio Section)] + [Toggle]_EnableAudioLink("Enable Audio Link", Float) = 0 + [Toggle] _EnableColorChord ("Enable Color Chord Tinting", Int) = 0 + _Band("Band", Float) = 0 + _BandMultiplier("Band Multiplier", Range(1, 15)) = 1 + _Delay("Delay", Float) = 0 + _NumBands("Num Bands", Float) = 4 + _AudioSpectrum("AudioSpectrum", 2D) = "black" {} + + //[Header (BASIC CONTROLS)] + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _Saturation("Final Saturation", Range(0,1)) = 1 + _SaturationLength("Final Saturation Length", Range(0,0.2)) = 0.1 + _LensMaxBrightness("Lens Max Brightness", Range(0.01, 20)) = 5 + _ConeWidth("Cone Width", Range(0,5.5)) = 0 + _ConeLength("Cone Length", Range(1,10)) = 1 + _ConeSync ("Cone Scale Sync", Range(0,1)) = 0.2 + _FixutreIntensityMultiplier ("Intensity Multipler (For Bloom Scaling)", Range(1,10)) = 1 + + //Color Texture Sampling Properties + [Toggle] _EnableColorTextureSample ("Enable Color Texture Sampling", Int) = 0 + _SamplingTexture ("Texture To Sample From for Color", 2D) = "white" {} + _TextureColorSampleX ("X coordinate to sample the texture from", Range(0,1)) = 0.5 + _TextureColorSampleY ("Y coordinate to sample the texture from", Range(0,1)) = 0.5 + + // _BlockLengthX("OSC Block Base Distance X", Float) = 0.019231 + // _BlockLengthY("OSC Block Base Distance Y", Float) = 0 + + // [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Source Blend mode", Float) = 2 + // [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Destination Blend mode", Float) = 1 + // [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0 + //[Space(16)] + + //[Header(MOVER CONTROLS)] + + + _FixtureRotationOrigin("Fixture Pivot Origin", Float) = (0, 0.014709, -1.02868, 0) + // [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity And Color", Int) = 0 + // [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + // [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + // [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + _MaxMinPanAngle("Max/Min Pan Angle (-x, x)", Float) = 180 + _MaxMinTiltAngle("Max/Min Tilt Angle (-y, y)", Float) = 180 + _FixtureMaxIntensity ("Maximum Cone Intensity",Range (0,0.5)) = 0.5 + + //_Fade ("Fade mod", Range(0, 6)) = 1.5 + + + + + // [Space(16)] + + + + // [Toggle] _UseWorldNorm("Use World Normal vs View Normal", Float) = 0 + //[KeywordEnum(None, UseDNTexture)] _DNEnabler ("Enable Depth Normal Texture", Float) = 0 + // _ModX ("Projection UV X Stretch", Range(-2, 2)) = 1 + // _ModY ("Projection UV Y Stretch", Range(-2, 2)) = 1 + + + + //[Space(48)] + //[Header(MAIN)] + [Enum(Unity Default, 0, Non Linear, 1)]_LightProbeMethod("Light Probe Sampling", Int) = 0 + // [Enum(UVs, 0, Triplanar World, 1, Triplanar Object, 2)]_TextureSampleMode("Texture Mode", Int) = 0 + // _TriplanarFalloff("Triplanar Blend", Range(0.5,1)) = 1 + _MainTex("Main Texture", 2D) = "white" {} + _Color("Color", Color) = (1,1,1,1) + + //[Space(16)] +// [Header(NORMALS)] + _BumpMap("Normal Map", 2D) = "bump" {} + _BumpScale("Normal Scale", Range(-1,1)) = 1 + + //[Space(16)] + //[Header(METALLIC)] + _MetallicGlossMap("Metallic Map", 2D) = "white" {} + _Metallic("Metallic", Range(0,1)) = 0 + _Glossiness("Smoothness", Range(0,1)) = 0 + + + + } + SubShader + { + + Tags{ "Queue" = "AlphaTest+1" "RenderType" = "Opaque" } + + Stencil + { + + Ref 142 + Comp GEqual + Pass Replace + //ZFail Replace + + } + + Pass + { + Tags{ "LightMode" = "ForwardBase" } + CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#pragma multi_compile_fwdbase +#pragma multi_compile_instancing + +//REMOVE THIS WHEN FINISHED DEBUGGING +//#pragma target 4.5 + +#define GEOMETRY +#define WASH + +#ifndef UNITY_PASS_FORWARDBASE +#define UNITY_PASS_FORWARDBASE +#endif +//DEBUGGING BUFFER +RWStructuredBuffer buffer : register(u1); +RWStructuredBuffer buffer4 : register(u2); + +#include "UnityCG.cginc" +#include "Lighting.cginc" +#include "AutoLight.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float3 btn[3] : TEXCOORD3; //TEXCOORD2, TEXCOORD3 | bitangent, tangent, worldNormal + float3 worldPos : TEXCOORD6; + float3 objPos : TEXCOORD7; + float3 objNormal : TEXCOORD8; + float4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + SHADOW_COORDS(11) + UNITY_VERTEX_OUTPUT_STEREO + }; + +#include "../Shared/VRSL-AudioLink-Defines.cginc" +#include "../Shared/VRSL-AudioLink-Functions.cginc" +#include "../Shared/VRSL-AudioLink-LightingFunctions.cginc" +#include "../Shared/VRSL-AudioLink-StandardLighting.cginc" +#include "VRSL-AudioLink-StandardMover-Vertex.cginc" + + ENDCG + } + //UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" + + + } + CustomEditor "VRSLInspector" + //CustomEditor "MoverProjectionLightCustomGUI" +} diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-FixtureMesh.shader.meta b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-FixtureMesh.shader.meta new file mode 100644 index 0000000..3d41fd3 --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-FixtureMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 14623a3aee51a16448cfe73c1dc57d3b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-ProjectionMesh.shader b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-ProjectionMesh.shader new file mode 100644 index 0000000..ad725e1 --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-ProjectionMesh.shader @@ -0,0 +1,224 @@ +Shader "VRSL/AudioLink/Wash Mover/Projection" +{ + + Properties + { + //[Header (INSTANCED PROPERITES)] + [HideInInspector][Toggle] _PanInvert ("Invert Mover Pan", Int) = 0 + [HideInInspector][Toggle] _TiltInvert ("Invert Mover Tilt", Int) = 0 + + //[HideInInspector]_FinalStrobeFreq ("Final Strobe Frequency", Float) = 0 + //[HideInInspector]_NewTimer("New Timer From Udon For Strobe", Float) = 0 + [HideInInspector]_FixtureBaseRotationY("Mover Pan Offset (Blue + Green)", Range(-540,540)) = 0 + [HideInInspector]_FixtureRotationX("Mover Tilt Offset (Blue)", Range(-180,180)) = 0 + [HideInInspector]_ProjectionSelection ("GOBO Selection", Range(0,6)) = 0 + //[HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + + [Header(Audio Section)] + [Toggle]_EnableAudioLink("Enable Audio Link", Float) = 0 + [Toggle] _EnableColorChord ("Enable Color Chord Tinting", Int) = 0 + _Band("Band", Float) = 0 + _BandMultiplier("Band Multiplier", Range(1, 15)) = 1 + _Delay("Delay", Float) = 0 + _NumBands("Num Bands", Float) = 4 + _AudioSpectrum("AudioSpectrum", 2D) = "black" {} + + //[Header (BASIC CONTROLS)] + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + [HDR]_StaticEmission("Static Light Color Tint", Color) = (1,1,1,1) + [Toggle] _EnableStaticEmissionColor("Enable Static Emission Color", Int) = 0 + _Saturation("Final Saturation", Range(0,1)) = 1 + _SaturationLength("Final Saturation Length", Range(0,0.2)) = 0.1 + _LensMaxBrightness("Lens Max Brightness", Range(0.01, 10)) = 5 + _ConeWidth("Cone Width", Range(0,5.5)) = 0 + _ConeLength("Cone Length", Range(1,10)) = 1 + _ConeSync ("Cone Scale Sync", Range(0,1)) = 0.2 + // _BlockLengthX("OSC Block Base Distance X", Float) = 0.019231 + // _BlockLengthY("OSC Block Base Distance Y", Float) = 0 + + [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Source Blend mode", Float) = 2 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Destination Blend mode", Float) = 1 + [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0 + //[Space(16)] + + //Color Texture Sampling Properties + [Toggle] _EnableColorTextureSample ("Enable Color Texture Sampling", Int) = 0 + _SamplingTexture ("Texture To Sample From for Color", 2D) = "white" {} + _TextureColorSampleX ("X coordinate to sample the texture from", Range(0,1)) = 0.5 + _TextureColorSampleY ("Y coordinate to sample the texture from", Range(0,1)) = 0.5 + //[Header(MOVER CONTROLS)] + + + _FixtureRotationOrigin("Fixture Pivot Origin", Float) = (0, 0.014709, -1.02868, 0) + // [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity And Color", Int) = 0 + // [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + // [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + // [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + //[Toggle] _EnableAudioReact ("Enable AudioLink Audio React", Int) = 0 + //[NoScaleOffset] _AudioSpectrum("AudioSpectrum", 2D) = "black" {} + _MaxMinPanAngle("Max/Min Pan Angle (-x, x)", Float) = 180 + _MaxMinTiltAngle("Max/Min Tilt Angle (-y, y)", Float) = 180 + + _FixtureMaxIntensity ("Maximum Cone Intensity",Range (0,0.5)) = 0.5 + + // [Header(Divide)] + // _Divide ("Divide", Range(0, 30)) = 0 + // _DividePower ("Divide Strength", Range(0, 1)) = 0 + + //[Space(24)] + //[Header(PROJECTION GOBO SETTINGS)] + _ProjectionRotation("Static Projection UV Rotation", Range(-180, 180)) = 0 + _SpinSpeed ("Auto Spin Speed", Range(0, 10)) = 0 + _ProjectionIntensity ("Projection Intensity", Range(0,20)) = 0 + _ProjectionFade("Projection Edge Fade", Range(0,10)) = 0 + _ProjectionFadeCurve("Projection Edge Fade Harshness", Range(0, 10)) = 1 + _ProjectionDistanceFallOff("Projection Distance Fallof Strength", Range(0.01,0.5)) = 0.05 + _ProjectionRange ("Projection Drawing Range", Range(0,10)) = 0 + _ProjectionRangeOrigin ("Projection Drawing Range Scale Origin", Float) = (0, -0.07535, 0.12387, 0) + _ProjectionShadowHarshness("Projection Shadow Harshness", Range(0,1)) = 0 + + + [NoScaleOffset] _ProjectionMainTex ("Projection Texture GOBO 1", 2D) = "white"{} + _ProjectionUVMod ("Projection UV Scale Modifier ", Range(0,1)) = 0 + //[NoScaleOffset] _ProjectionTex2 ("Projection Texture GOBO 2", 2D) = "white"{} + _ProjectionUVMod2 ("Projection UV Scale Modifier ", Range(0,1)) = 0 + //[NoScaleOffset] _ProjectionTex3 ("Projection Texture GOBO 3", 2D) = "white"{} + _ProjectionUVMod3 ("Projection UV Scale Modifier ", Range(0,1)) = 0 + //[NoScaleOffset] _ProjectionTex4 ("Projection Texture GOBO 4", 2D) = "white"{} + _ProjectionUVMod4 ("Projection UV Scale Modifier ", Range(0,1)) = 0 + //[NoScaleOffset] _ProjectionTex5 ("Projection Texture GOBO 5", 2D) = "white"{} + _ProjectionUVMod5 ("Projection UV Scale Modifier ", Range(0,1)) = 0 + // [NoScaleOffset] _ProjectionTex6 ("Projection Texture GOBO 6", 2D) = "white"{} + _ProjectionUVMod6 ("Projection UV Scale Modifier ", Range(0,1)) = 0 + _ProjectionUVMod7 ("Projection UV Scale Modifier ", Range(0,1)) = 0 + _ProjectionUVMod8 ("Projection UV Scale Modifier ", Range(0,1)) = 0 + //[Space(8)] + + _RedMultiplier ("Red Channel Multiplier", Range(0, 5)) = 1 + _GreenMultiplier ("Green Channel Multiplier", Range(0, 5)) = 1 + _BlueMultiplier ("Blue Channel Multiplier", Range(0,5)) = 1 + //_Fade ("Fade mod", Range(0, 6)) = 1.5 + + + // [Space(16)] + + + + // [Space(48)] + // [Header(MAIN)] + // [Enum(Unity Default, 0, Non Linear, 1)]_LightProbeMethod("Light Probe Sampling", Int) = 0 + // [Enum(UVs, 0, Triplanar World, 1, Triplanar Object, 2)]_TextureSampleMode("Texture Mode", Int) = 0 + // _TriplanarFalloff("Triplanar Blend", Range(0.5,1)) = 1 + // _MainTex("Main Texture", 2D) = "white" {} + // _Color("Color", Color) = (1,1,1,1) + + // [Space(16)] + // [Header(NORMALS)] + // _BumpMap("Normal Map", 2D) = "bump" {} + // _BumpScale("Normal Scale", Range(-1,1)) = 1 + + // [Space(16)] + // [Header(METALLIC)] + // _MetallicGlossMap("Metallic Map", 2D) = "white" {} + // _Metallic("Metallic", Range(0,1)) = 0 + // _Glossiness("Smoothness", Range(0,1)) = 0 + + // [Space(16)] + // [Header(LIGHTMAPPING HACKS)] + // _SpecularLMOcclusion("Specular Occlusion", Range(0,1)) = 0 + // _SpecLMOcclusionAdjust("Spec Occlusion Sensitiviy", Range(0,1)) = 0.2 + // _LMStrength("Lightmap Strength", Range(0,1)) = 1 + // _RTLMStrength("Realtime Lightmap Strength", Range(0,1)) = 1 + + + + + } + SubShader + { + + Tags{ "Queue" = "Transparent+1" "IgnoreProjector"="True" "RenderType" = "Transparent" } + + Pass + { + + Cull Front + Ztest GEqual + ZWrite Off + Blend [_BlendSrc] [_BlendDst] + BlendOp [_BlendOp] + Offset -1, -1 + Lighting Off + + Stencil + { + Ref 142 + Comp NotEqual + Pass Keep + } + Tags{ "LightMode" = "Always" } + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + //#pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma instancing_options assumeuniformscaling + #pragma multi_compile _DNENABLER_NONE _DNENABLER_USEDNTEXTURE + #define PROJECTION_YES //To identify the pass in the vert/frag shaders + #define WASH + + #include "UnityCG.cginc" + #include "../Shared/VRSL-AudioLink-Defines.cginc" //Property Defines are here + + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 texcoord : TEXCOORD1; + float4 color : COLOR; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float4 projectionorigin : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float4 audioGlobalFinalConeIntensity : TEXCOORD1; + float3 ray : TEXCOORD2; + float4 screenPos : TEXCOORD4; + float4 color : COLOR; + float3 normal : TEXCOORD3; + //float2 sector: TEXCOORD10; + float4 projectionorigin : TEXCOORD5; + float4 worldDirection : TEXCOORD6; + float4 worldPos : TEXCOORD7; + float3 viewDir : TEXCOORD8; + float4 emissionColor : TEXCOORD9; + //float3 intensityStrobeWidth : TEXCOORD9; + //float4 goboPlusSpinPanTilt : TEXCOORD11; + //float4 rgbColor : TEXCOORD12; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + #include "../Shared/VRSL-AudioLink-Functions.cginc" //Custom Functions + #include "VRSL-AudioLink-StandardMover-ProjectionFrag.cginc" //Fragment Shader is here + #include "VRSL-AudioLink-StandardMover-Vertex.cginc" //Vertex Shader is here + + ENDCG + + } + + + } + CustomEditor "VRSLInspector" + //CustomEditor "MoverProjectionLightCustomGUI" + //CustomEditor "MoverProjectionLightCustomGUI" +} diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-ProjectionMesh.shader.meta b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-ProjectionMesh.shader.meta new file mode 100644 index 0000000..502dace --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-ProjectionMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 61278fe3dee01bb4ba74e2fc8ad76012 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-VolumetricMesh.shader b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-VolumetricMesh.shader new file mode 100644 index 0000000..9c25260 --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-VolumetricMesh.shader @@ -0,0 +1,190 @@ +Shader "VRSL/AudioLink/Wash Mover/Volumetric" +{ + Properties + { + [Header (INSTANCED PROPERITES)] + + [HideInInspector][Toggle] _PanInvert ("Invert Mover Pan", Int) = 0 + [HideInInspector][Toggle] _TiltInvert ("Invert Mover Tilt", Int) = 0 + + //Color Texture Sampling Properties + [Toggle] _EnableColorTextureSample ("Enable Color Texture Sampling", Int) = 0 + _SamplingTexture ("Texture To Sample From for Color", 2D) = "white" {} + _TextureColorSampleX ("X coordinate to sample the texture from", Range(0,1)) = 0.5 + _TextureColorSampleY ("Y coordinate to sample the texture from", Range(0,1)) = 0.5 + + //[HideInInspector]_FinalStrobeFreq ("Final Strobe Frequency", Float) = 0 + //[HideInInspector]_NewTimer("New Timer From Udon For Strobe", Float) = 0 + + [HideInInspector]_FixtureBaseRotationY("Mover Pan Offset (Blue + Green)", Range(-540,540)) = 0 + [HideInInspector]_FixtureRotationX("Mover Tilt Offset (Blue)", Range(-180,180)) = 0 + [HideInInspector]_ProjectionSelection ("GOBO Selection", Range(0,6)) = 0 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + + [Header(Audio Section)] + [Toggle]_EnableAudioLink("Enable Audio Link", Float) = 0 + [Toggle] _EnableColorChord ("Enable Color Chord Tinting", Int) = 0 + _Band("Band", Float) = 0 + _BandMultiplier("Band Multiplier", Range(1, 15)) = 1 + _Delay("Delay", Float) = 0 + _NumBands("Num Bands", Float) = 4 + _AudioSpectrum("AudioSpectrum", 2D) = "black" {} + + //[Header (BASIC CONTROLS)] + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _Saturation("Final Saturation", Range(0,1)) = 1 + _SaturationLength("Final Saturation Length", Range(1,20)) = 19 + _LensMaxBrightness("Lens Max Brightness", Range(0.01, 10)) = 5 + _ConeWidth("Cone Width", Range(0,5.5)) = 0 + _ConeLength("Cone Length", Range(1,10)) = 1 + _MaxConeLength("Max Cone Length", Range(1,10)) = 1 + _ConeSync ("Cone Scale Sync", Range(0,1)) = 0.2 + // _BlockLengthX("OSC Block Base Distance X", Float) = 0.019231 + // _BlockLengthY("OSC Block Base Distance Y", Float) = 0 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Source Blend mode", Float) = 2 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Destination Blend mode", Float) = 1 + [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0 + //[Space(16)] + + //[Header(MOVER CONTROLS)] + + + _FixtureRotationOrigin("Fixture Pivot Origin", Float) = (0, 0.014709, -1.02868, 0) + _MaxMinPanAngle("Max/Min Pan Angle (-x, x)", Float) = 180 + _MaxMinTiltAngle("Max/Min Tilt Angle (-y, y)", Float) = 180 + + //[Header(VOLUMETRIC LIGHTING CONTROLS)] + _LightMainTex ("Light Texture", 2D) = "white" {} + _NoiseTex ("NoiseTex", 2D) = "white" {} + _NoisePower("Noise Strength", Range(0, 1)) = 1 + _NoiseSeed ("Noise Seed", float) = 0 + [Toggle]_ToggleMagicNoise ("Toggle Magic Noise", Int) = 1 + //_ThreeDNoiseScaleInside ("Inside Magic Noise Scale", Range(-10, 10)) = 1 + _Noise2Stretch ("Outside Magic Noise Scale", Range(-10, 10)) = 1 + _Noise2StretchInside ("Inside Magic Noise Scale", Range(-10, 10)) = 1 + _Noise2X ("Magic Noise X Scroll", Range(-10, 10)) = 1 + _Noise2Y ("Magic Noise Y Scroll", Range(-10, 10)) = 1 + _Noise2Z ("Magic Noise Y Scroll", Range(-10, 10)) = 1 + _Noise2Power("Magic Noise Strength", Range(0, 1)) = 1 + //[NoScaleOffset]_InsideConeNormalMap("Inside Cone Normal Map", 2D) = "bump" {} + _IntersectionMod("Intersection Modification", Range(0.00001, 2)) = 1 + + _FixtureMaxIntensity ("Maximum Cone Intensity",Range (0,5)) = 0.5 + _PulseSpeed("Pulse Speed", Range(0,2)) = 0 + _FadeStrength("Edge Fade", Range(1,10)) = 1 + _InnerFadeStrength("Inner Fade Strength", Range(0.00001,10)) = 0.00001 + _InnerIntensityCurve("Inner Intensity Curve", Range(0.00001,20)) = 1 + _DistFade("Distance Fade", Range(0,20)) = 0.1 + _FadeAmt("Depth Blending", Range(0, 10)) = 0.1 + //_IntensityCutoff("Intensity Minimum Cut Off", Range (0, 1)) = 0.2 + [Toggle]_GoboBeamSplitEnable("Enable Splitting the beam on Gobos 2-6", Int) = 0 + _StripeSplit ("Stripe Split GOBO2", Range(0, 30)) = 0 + _StripeSplitStrength ("Stripe Split Strength G0B02", Range(0, 1)) = 0 + _StripeSplit2 ("Stripe Split GOBO3", Range(0, 30)) = 0 + _StripeSplitStrength2 ("Stripe Split Strength G0B03", Range(0, 1)) = 0 + _StripeSplit3 ("Stripe Split GOBO4", Range(0, 30)) = 0 + _StripeSplitStrength3 ("Stripe Split Strength G0B04", Range(0, 1)) = 0 + _StripeSplit4 ("Stripe Split GOBO5", Range(0, 30)) = 0 + _StripeSplitStrength4 ("Stripe Split Strength G0B05", Range(0, 1)) = 0 + _StripeSplit5 ("Stripe Split GOBO6", Range(0, 30)) = 0 + _StripeSplitStrength5 ("Stripe Split Strength G0B06", Range(0, 1)) = 0 + _StripeSplit6 ("Stripe Split GOBO7", Range(0, 30)) = 0 + _StripeSplitStrength6 ("Stripe Split Strength G0B07", Range(0, 1)) = 0 + _StripeSplit7 ("Stripe Split GOBO8", Range(0, 30)) = 0 + _StripeSplitStrength7 ("Stripe Split Strength G0B08", Range(0, 1)) = 0 + + [Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + _SpinSpeed ("Auto Spin Speed", Range(-10, 10)) = 0 + + + + //[Space(16)] + + + + //[Toggle] _UseWorldNorm("Use World Normal vs View Normal", Float) = 0 + //[KeywordEnum(None, UseDNTexture)] _DNEnabler ("Enable Depth Normal Texture", Float) = 0 + + } + SubShader + { + + Tags{ "Queue" = "Transparent+2" "IgnoreProjector"="True" "RenderType" = "Transparent" } + //Volumetric Pass + + Pass + { + Blend One One + Cull Off + ZWrite Off + Lighting Off + Tags{ "LightMode" = "Always" } + Stencil + { + Ref 148 + Comp NotEqual + Pass Keep + } + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma instancing_options assumeuniformscaling + #define VOLUMETRIC_YES //To identify the pass in the vert/frag + #define WASH + + #include "UnityCG.cginc" + #include "../Shared/VRSL-AudioLink-Defines.cginc" //Property Defines are here + float3 thisIsAChange; + #include "../Shared/VRSL-AudioLink-Functions.cginc" //Custom Functions + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float4 color : COLOR; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float2 uv2 : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float blindingEffect : TEXCOORD1; + float4 worldPos : TEXCOORD2; + float4 color : TEXCOORD3; + float3 audioGlobalFinalIntensity : TEXCOORD4; + float2 camAngleLen : TEXCOORD5; + float4 screenPos : TEXCOORD6; + float4 pos : SV_POSITION; + float3 objPos : TEXCOORD7; + centroid float3 objNormal : TEXCOORD8; + float2 stripeInfo : TEXCOORD9; + float2 uvClone : TEXCOORD10; + float3 norm : TEXCOORD11; + float4 emissionColor : TEXCOORD12; + float2 uv2 : TEXCOORD13; + float4 worldDirection : TEXCOORD14; + //float3 intensityStrobeGOBOSpinSpeed : TEXCOORD15; + //float4 rgbColor : TEXCOORD16; + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + #include "VRSL-AudioLink-StandardMover-VolumetricFrag.cginc" //Fragment Shader is here + #include "VRSL-AudioLink-StandardMover-Vertex.cginc" //Vertex Shader is here + + + ENDCG + } + + } + CustomEditor "VRSLInspector" + //CustomEditor "MoverProjectionLightCustomGUI" +} diff --git a/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-VolumetricMesh.shader.meta b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-VolumetricMesh.shader.meta new file mode 100644 index 0000000..04f438c --- /dev/null +++ b/Shaders/AudioLink/MovingLights/VRSL-AudioLink-WashMover-VolumetricMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e94b1a2d8b9ef034da37a82c4fb64b60 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/Shared.meta b/Shaders/AudioLink/Shared.meta new file mode 100644 index 0000000..cedecc8 --- /dev/null +++ b/Shaders/AudioLink/Shared.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0d3bfc0ee3aa1cf49967a143d2685fb6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/Shared/VRSL-AudioLink-Defines.cginc b/Shaders/AudioLink/Shared/VRSL-AudioLink-Defines.cginc new file mode 100644 index 0000000..83b9b06 --- /dev/null +++ b/Shaders/AudioLink/Shared/VRSL-AudioLink-Defines.cginc @@ -0,0 +1,118 @@ +//MOVER LIGHT SYSTEM DEFINES +sampler2D _MainTex; +#ifndef STATIC_FIXTURE +float4 _MainTex_ST; +#endif +//sampler2D _OSCGridRenderTexture, _OSCGridRenderTextureRAW, _OSCGridStrobeTimer; +//SamplerState sampler_point_repeat; + +//Audio link +uniform float4 _AudioSpectrum_TexelSize; +uniform sampler2D _AudioSpectrum; +sampler2D _SamplingTexture; + + +int _IsEven; +sampler2D _MetallicGlossMap; +sampler2D _BumpMap, _InsideConeNormalMap, _SceneAlbedo; +float4 _Color; +float _Metallic; +float _Glossiness; +float _BumpScale; +float _XOffset, _YOffset, _Fade, _FeatherOffset; +uint _PureEmissiveToggle; +float _RealtimeGIStrength; + +float _StripeSplit, _StripeSplit2, _StripeSplit3, _StripeSplit4, _StripeSplit5, _StripeSplit6, _StripeSplit7; +float _StripeSplitScroll; +float _StripeSplitStrength, _StripeSplitStrength2, _StripeSplitStrength3, _StripeSplitStrength4, _StripeSplitStrength5, _StripeSplitStrength6, _StripeSplitStrength7; + +//SamplerState sampler_linear_clamp; +//float _ProjectionNormalBlur; + +float4x4 _viewToWorld; +#ifdef VOLUMETRIC_YES + sampler2D _NoiseTex; + //float _Noise2StretchInside; + float _Noise2Stretch; +#endif +float4 _NoiseTex_ST; +float _NoisePower, _NoiseSeed, _Noise2X, _Noise2Y, _Noise2Z, _Noise2Power, _Noise2StretchInside; +uint _ToggleMagicNoise; + +float _SpecularLMOcclusion; +float _SpecLMOcclusionAdjust; +float _TriplanarFalloff; +float _LMStrength; +float _RTLMStrength; +int _TextureSampleMode; +int _LightProbeMethod; +uint _UseRawGrid; +half _Saturation, _SaturationLength, _LensMaxBrightness; + +//float _FixtureRotationX; +//float _FixtureBaseRotationY; +float4 _FixtureRotationOrigin; +float _FixtureMaxIntensity; +float _MaxMinPanAngle; +float _MaxMinTiltAngle; +float _ProjectionIntensity; +float _ProjectionRange; +float4 _ProjectionRangeOrigin; +float _ProjectionFade, _ProjectionFadeCurve, _ProjectionDistanceFallOff; +uint _GoboBeamSplitEnable; + + +//float _FinalStrobeFreq, _NewTimer; + +// int _EnableOSC; +// int _EnableStrobe; + +UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); +sampler2D _LightMainTex, _ProjectionMainTex; +float4 _LightMainTex_ST; +float _ProjectionUVMod, _UseWorldNorm, _ProjectionRotation, _ProjectionUVMod2, _ProjectionUVMod3, _ProjectionUVMod4, _ProjectionUVMod5, _ProjectionUVMod6, _ProjectionUVMod7, _ProjectionUVMod8; +//half _ProjectionSelection; +float4 _ProjectionMainTex_ST; +float _ModX; +float _ModY; +half _ConeSync, _ProjectionShadowHarshness; +//float _StrobeFreq; + +float _PulseSpeed, _BlendSrc, _BlendDst, _BlendOp; +float _FadeStrength, _FadeAmt, _DistFade, _ProjectionMaxIntensity, _IntensityCutoff; +float _InnerFadeStrength, _InnerIntensityCurve, _FixutreIntensityMultiplier; +half _RedMultiplier, _GreenMultiplier, _BlueMultiplier, _UniversalIntensity, _IntersectionMod; + +int _EnableStaticEmissionColor; +float4 _StaticEmission; + +//Instanced Properties + +UNITY_INSTANCING_BUFFER_START(Props) + UNITY_DEFINE_INSTANCED_PROP(float, _EnableAudioLink) + UNITY_DEFINE_INSTANCED_PROP(float, _EnableColorChord) + UNITY_DEFINE_INSTANCED_PROP(float, _NumBands) + UNITY_DEFINE_INSTANCED_PROP(float, _Band) + UNITY_DEFINE_INSTANCED_PROP(float, _BandMultiplier) + UNITY_DEFINE_INSTANCED_PROP(float, _Delay) + UNITY_DEFINE_INSTANCED_PROP(uint, _PanInvert) + UNITY_DEFINE_INSTANCED_PROP(uint, _TiltInvert) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableStrobe) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableSpin) + UNITY_DEFINE_INSTANCED_PROP(float, _StrobeFreq) + UNITY_DEFINE_INSTANCED_PROP(float, _FixtureRotationX) + UNITY_DEFINE_INSTANCED_PROP(float, _FixtureBaseRotationY) + UNITY_DEFINE_INSTANCED_PROP(uint, _ProjectionSelection) + UNITY_DEFINE_INSTANCED_PROP(float4, _Emission) + UNITY_DEFINE_INSTANCED_PROP(float, _ConeWidth) + UNITY_DEFINE_INSTANCED_PROP(float, _ConeLength) + UNITY_DEFINE_INSTANCED_PROP(float, _MaxConeLength) + UNITY_DEFINE_INSTANCED_PROP(float, _GlobalIntensity) + UNITY_DEFINE_INSTANCED_PROP(float, _FinalIntensity) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableColorTextureSample) + UNITY_DEFINE_INSTANCED_PROP(float, _TextureColorSampleX) + UNITY_DEFINE_INSTANCED_PROP(float, _TextureColorSampleY) + UNITY_DEFINE_INSTANCED_PROP(float, _SpinSpeed) +UNITY_INSTANCING_BUFFER_END(Props) + diff --git a/Shaders/AudioLink/Shared/VRSL-AudioLink-Defines.cginc.meta b/Shaders/AudioLink/Shared/VRSL-AudioLink-Defines.cginc.meta new file mode 100644 index 0000000..2be9e38 --- /dev/null +++ b/Shaders/AudioLink/Shared/VRSL-AudioLink-Defines.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 381d7b1df6a68884d951f0c0c2e95247 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/Shared/VRSL-AudioLink-Functions.cginc b/Shaders/AudioLink/Shared/VRSL-AudioLink-Functions.cginc new file mode 100644 index 0000000..1d3c784 --- /dev/null +++ b/Shaders/AudioLink/Shared/VRSL-AudioLink-Functions.cginc @@ -0,0 +1,189 @@ +#define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); +#ifndef RAW + #include "Assets/AudioLink/Shaders/AudioLink.cginc" +#endif +float4 RGBtoHSV(in float3 RGB) +{ + float3 HSV = 0; + HSV.z = max(RGB.r, max(RGB.g, RGB.b)); + float M = min(RGB.r, min(RGB.g, RGB.b)); + float C = HSV.z - M; + if (C != 0) + { + HSV.y = C / HSV.z; + float3 Delta = (HSV.z - RGB) / C; + Delta.rgb -= Delta.brg; + Delta.rg += float2(2,4); + if (RGB.r >= HSV.z) + HSV.x = Delta.b; + else if (RGB.g >= HSV.z) + HSV.x = Delta.r; + else + HSV.x = Delta.g; + HSV.x = frac(HSV.x / 6); + } + return float4(HSV,1); +} +float3 Hue(float H) +{ + float R = abs(H * 6 - 3) - 1; + float G = 2 - abs(H * 6 - 2); + float B = 2 - abs(H * 6 - 4); + return saturate(float3(R,G,B)); +} +float4 HSVtoRGB(in float3 HSV) +{ + return float4(((Hue(HSV.x) - 1) * HSV.y + 1) * HSV.z,1); +} +#ifndef RAW + inline float AudioLinkLerp3_g5( int Band, float Delay ) + { + return AudioLinkLerp( ALPASS_AUDIOLINK + float2( Delay, Band ) ).r; + } +#endif +uint checkPanInvertY() +{ + return (uint) UNITY_ACCESS_INSTANCED_PROP(Props, _PanInvert); +} +uint checkTiltInvertZ() +{ + return (uint) UNITY_ACCESS_INSTANCED_PROP(Props, _TiltInvert); +} + + +///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +float4 GetTextureSampleColor() +{ + float4 rawColor = tex2Dlod(_SamplingTexture, float4(UNITY_ACCESS_INSTANCED_PROP(Props,_TextureColorSampleX), UNITY_ACCESS_INSTANCED_PROP(Props,_TextureColorSampleY), 0, 0)); + float4 h = RGBtoHSV(rawColor.rgb); + h.z = 1.0; + return(HSVtoRGB(h)); +} + +uint isStrobe() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props,_EnableStrobe); +} + +uint instancedGOBOSelection() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props,_ProjectionSelection); +} + +float getOffsetX() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props,_FixtureRotationX); +} + +float getOffsetY() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props,_FixtureBaseRotationY); +} + +float getStrobeFreq() + +{ + return UNITY_ACCESS_INSTANCED_PROP(Props,_StrobeFreq); +} +#ifdef RAW + float4 getEmissionColor() + { + float4 emissiveColor = UNITY_ACCESS_INSTANCED_PROP(Props,_Emission); + return IF(UNITY_ACCESS_INSTANCED_PROP(Props,_EnableColorTextureSample) > 0,((emissiveColor.r + emissiveColor.g + emissiveColor.b)/3.0) * GetTextureSampleColor(),emissiveColor); + } +#endif + +float getConeWidth() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props,_ConeWidth) - 1.25; +} + +uint isGOBOSpin() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props,_EnableSpin); +} + +float getConeLength() +{ + #ifdef RAW + return UNITY_ACCESS_INSTANCED_PROP(Props, _ConeLength)+10.0f; + #else + return UNITY_ACCESS_INSTANCED_PROP(Props, _ConeLength); + #endif +} +float getMaxConeLength() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props, _MaxConeLength); +} + +float getGlobalIntensity() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props, _GlobalIntensity); +} + +float getFinalIntensity() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props, _FinalIntensity); +} +#ifndef RAW/////////////////////////////////////////////////////////////////////////////////////// + float getNumBands() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _NumBands); + } + + float getBand() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _Band); + } + + float getDelay() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _Delay); + } + + float getBandMultiplier() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _BandMultiplier); + } + + float checkIfAudioLink() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _EnableAudioLink); + } + + uint checkIfColorChord() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _EnableColorChord); + } + //////////////////////////////////////////////////////////////////////////////////////////// + + + float GetAudioReactAmplitude() + { + if(checkIfAudioLink() > 0) + { + return AudioLinkLerp3_g5(getBand(), getDelay()) * getBandMultiplier(); + } + else + { + return 1; + } + } + + float4 GetColorChordLight() + { + return AudioLinkData(ALPASS_CCLIGHTS).rgba; + } + + float4 getEmissionColor() + { + float4 emissiveColor = UNITY_ACCESS_INSTANCED_PROP(Props,_Emission); + float4 col = IF(UNITY_ACCESS_INSTANCED_PROP(Props,_EnableColorTextureSample) > 0,((emissiveColor.r + emissiveColor.g + emissiveColor.b)/3.0) * GetTextureSampleColor(),emissiveColor); + return IF(checkIfColorChord() == 1, GetColorChordLight(), col); + } +#endif +float getGoboSpinSpeed() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props, _SpinSpeed); +} \ No newline at end of file diff --git a/Shaders/AudioLink/Shared/VRSL-AudioLink-Functions.cginc.meta b/Shaders/AudioLink/Shared/VRSL-AudioLink-Functions.cginc.meta new file mode 100644 index 0000000..4556849 --- /dev/null +++ b/Shaders/AudioLink/Shared/VRSL-AudioLink-Functions.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8ae596e8160edbc408f73454562fe830 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/Shared/VRSL-AudioLink-LightingFunctions.cginc b/Shaders/AudioLink/Shared/VRSL-AudioLink-LightingFunctions.cginc new file mode 100644 index 0000000..900a128 --- /dev/null +++ b/Shaders/AudioLink/Shared/VRSL-AudioLink-LightingFunctions.cginc @@ -0,0 +1,209 @@ +//This file contains all of the neccisary functions for lighting to work a'la standard shading. +//Feel free to add to this. + +half4 getMetallicSmoothness(float4 metallicGlossMap) +{ + half roughness = 1-(_Glossiness * metallicGlossMap.a); + roughness *= 1.7 - 0.7 * roughness; + half metallic = metallicGlossMap.r * _Metallic; + return half4(metallic, 0, 0, roughness); +} + +//Reflection direction, worldPos, unity_SpecCube0_ProbePosition, unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax +float3 getReflectionUV(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax) +{ + #if UNITY_SPECCUBE_BOX_PROJECTION + if (cubemapPosition.w > 0) { + float3 factors = ((direction > 0 ? boxMax : boxMin) - position) / direction; + float scalar = min(min(factors.x, factors.y), factors.z); + direction = direction * scalar + (position - cubemapPosition); + } + #endif + return direction; +} + +half3 getIndirectSpecular(float3 worldPos, float3 diffuseColor, float vdn, float4 metallicSmoothness, half3 reflDir, half3 indirectLight, float3 viewDir, float3 lighting) +{ //This function handls Unity style reflections, Matcaps, and a baked in fallback cubemap. + half3 spec = half3(0,0,0); + #if defined(UNITY_PASS_FORWARDBASE) + float3 reflectionUV1 = getReflectionUV(reflDir, worldPos, unity_SpecCube0_ProbePosition, unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax); + half4 probe0 = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflectionUV1, metallicSmoothness.w * 6); + half3 probe0sample = DecodeHDR(probe0, unity_SpecCube0_HDR); + + float3 indirectSpecular; + float interpolator = unity_SpecCube0_BoxMin.w; + + UNITY_BRANCH + if (interpolator < 0.99999) + { + float3 reflectionUV2 = getReflectionUV(reflDir, worldPos, unity_SpecCube1_ProbePosition, unity_SpecCube1_BoxMin, unity_SpecCube1_BoxMax); + half4 probe1 = UNITY_SAMPLE_TEXCUBE_SAMPLER_LOD(unity_SpecCube1, unity_SpecCube0, reflectionUV2, metallicSmoothness.w * 6); + half3 probe1sample = DecodeHDR(probe1, unity_SpecCube1_HDR); + indirectSpecular = lerp(probe1sample, probe0sample, interpolator); + } + else + { + indirectSpecular = probe0sample; + } + + half3 metallicColor = indirectSpecular * lerp(0.05,diffuseColor.rgb, metallicSmoothness.x); + spec = lerp(indirectSpecular, metallicColor, pow(vdn, 0.05)); + spec = lerp(spec, spec * lighting, metallicSmoothness.w); // should only not see shadows on a perfect mirror. + + #if defined(LIGHTMAP_ON) + float specMultiplier = max(0, lerp(1, pow(length(lighting), _SpecLMOcclusionAdjust), _SpecularLMOcclusion)); + spec *= specMultiplier; + #endif + #endif + return spec; +} + +half3 getDirectSpecular(half4 lightCol, half3 diffuseColor, half4 metallicSmoothness, float rdv, float atten) +{ + half smoothness = max(0.0001, 1-metallicSmoothness.w); + smoothness *= 1.7 - 0.7 * smoothness; + + half3 specularReflection = saturate(pow(rdv, smoothness * 128)) * lightCol; + specularReflection = lerp(specularReflection, specularReflection * diffuseColor, metallicSmoothness.x); + specularReflection *= lerp(0,5, smoothness * 0.05); //Artificially brighten to be as bright as standard + return specularReflection * atten; +} + +float3 getNormal(float3 normalMap, float3 bitangent, float3 tangent, float3 worldNormal) +{ + half3 tspace0 = half3(tangent.x, bitangent.x, worldNormal.x); + half3 tspace1 = half3(tangent.y, bitangent.y, worldNormal.y); + half3 tspace2 = half3(tangent.z, bitangent.z, worldNormal.z); + + half3 nMap = normalMap; + nMap.xy *= _BumpScale; + + half3 calcedNormal; + calcedNormal.x = dot(tspace0, nMap); + calcedNormal.y = dot(tspace1, nMap); + calcedNormal.z = dot(tspace2, nMap); + + return normalize(calcedNormal); +} + +half3 getRealtimeLightmap(float2 uv, float3 worldNormal) +{ + float2 realtimeUV = uv * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + float4 bakedCol = UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, realtimeUV); + float3 realtimeLightmap = DecodeRealtimeLightmap(bakedCol); + + #ifdef DIRLIGHTMAP_COMBINED + half4 realtimeDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_DynamicDirectionality, unity_DynamicLightmap, realtimeUV); + realtimeLightmap += DecodeDirectionalLightmap (realtimeLightmap, realtimeDirTex, worldNormal); + #endif + + return realtimeLightmap * _RTLMStrength; +} + +half3 getLightmap(float2 uv, float3 worldNormal, float3 worldPos) +{ + float2 lightmapUV = uv * unity_LightmapST.xy + unity_LightmapST.zw; + half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmapUV); + half3 lightMap = DecodeLightmap(bakedColorTex); + + #ifdef DIRLIGHTMAP_COMBINED + fixed4 bakedDirTex = UNITY_SAMPLE_TEX2D_SAMPLER (unity_LightmapInd, unity_Lightmap, lightmapUV); + lightMap = DecodeDirectionalLightmap(lightMap, bakedDirTex, worldNormal); + #endif + return lightMap * _LMStrength; +} + +half3 getLightDir(float3 worldPos) +{ + half3 lightDir = UnityWorldSpaceLightDir(worldPos); + + half3 probeLightDir = unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz; + lightDir = (lightDir + probeLightDir); //Make light dir the average of the probe direction and the light source direction. + + #if !defined(POINT) && !defined(SPOT) // if the average length of the light probes is null, and we don't have a directional light in the scene, fall back to our fallback lightDir + if(length(unity_SHAr.xyz*unity_SHAr.w + unity_SHAg.xyz*unity_SHAg.w + unity_SHAb.xyz*unity_SHAb.w) == 0 && ((_LightColor0.r+_LightColor0.g+_LightColor0.b) / 3) < 0.1) + { + lightDir = float4(1, 1, 1, 0); + } + #endif + + return normalize(lightDir); +} + + + +//Triplanar map a texture (Object or World space), or sample it normally. +float4 texTP( sampler2D tex, float4 tillingOffset, float3 worldPos, float3 objPos, float3 worldNormal, float3 objNormal, float falloff, float2 uv) +{ + if(_TextureSampleMode != 0){ + + worldPos = lerp(worldPos, objPos, _TextureSampleMode - 1); + worldNormal = lerp(worldNormal, objNormal, _TextureSampleMode - 1); + + float3 projNormal = pow(abs(worldNormal),falloff); + projNormal /= projNormal.x + projNormal.y + projNormal.z; + float3 nsign = sign(worldNormal); + half4 xNorm; half4 yNorm; half4 zNorm; + xNorm = tex2D( tex, tillingOffset.xy * worldPos.zy * float2( nsign.x, 1.0 ) + tillingOffset.zw); + yNorm = tex2D( tex, tillingOffset.xy * worldPos.xz * float2( nsign.y, 1.0 ) + tillingOffset.zw); + zNorm = tex2D( tex, tillingOffset.xy * worldPos.xy * float2( -nsign.z, 1.0 ) + tillingOffset.zw); + + return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; + } + else{ + return tex2D(tex, uv); + } +} +//same as above but for normal maps +float3 texTPNorm( sampler2D tex, float4 tillingOffset, float3 worldPos, float3 objPos, float3 worldNormal, float3 objNormal, float falloff, float2 uv) +{ + if(_TextureSampleMode != 0){ + + worldPos = lerp(worldPos, objPos, _TextureSampleMode - 1); + worldNormal = lerp(worldNormal, objNormal, _TextureSampleMode - 1); + + float3 projNormal = pow(abs(worldNormal), falloff); + projNormal /= projNormal.x + projNormal.y + projNormal.z; + float3 nsign = sign(worldNormal); + half4 xNorm; half4 yNorm; half4 zNorm; + xNorm = tex2D( tex, tillingOffset.xy * worldPos.zy * float2( nsign.x, 1.0 ) + tillingOffset.zw); + yNorm = tex2D( tex, tillingOffset.xy * worldPos.xz * float2( nsign.y, 1.0 ) + tillingOffset.zw); + zNorm = tex2D( tex, tillingOffset.xy * worldPos.xy * float2( -nsign.z, 1.0 ) + tillingOffset.zw); + + xNorm.xyz = UnpackNormal(xNorm); + yNorm.xyz = UnpackNormal(yNorm); + zNorm.xyz = UnpackNormal(zNorm); + + return (xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z); + } + else{ + return UnpackNormal(tex2D(tex, uv)); + } +} + +float shEvaluateDiffuseL1Geomerics(float L0, float3 L1, float3 n) +{ + // average energy + float R0 = L0; + + // avg direction of incoming light + float3 R1 = 0.5f * L1; + + // directional brightness + float lenR1 = length(R1); + + // linear angle between normal and direction 0-1 + //float q = 0.5f * (1.0f + dot(R1 / lenR1, n)); + //float q = dot(R1 / lenR1, n) * 0.5 + 0.5; + float q = dot(normalize(R1), n) * 0.5 + 0.5; + + // power for q + // lerps from 1 (linear) to 3 (cubic) based on directionality + float p = 1.0f + 2.0f * lenR1 / R0; + + // dynamic range constant + // should vary between 4 (highly directional) and 0 (ambient) + float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0); + + return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p)); +} \ No newline at end of file diff --git a/Shaders/AudioLink/Shared/VRSL-AudioLink-LightingFunctions.cginc.meta b/Shaders/AudioLink/Shared/VRSL-AudioLink-LightingFunctions.cginc.meta new file mode 100644 index 0000000..3736811 --- /dev/null +++ b/Shaders/AudioLink/Shared/VRSL-AudioLink-LightingFunctions.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fe9e49cf35ba5a54a9f2ccb1499c03bf +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/Shared/VRSL-AudioLink-StandardLighting.cginc b/Shaders/AudioLink/Shared/VRSL-AudioLink-StandardLighting.cginc new file mode 100644 index 0000000..f3a273c --- /dev/null +++ b/Shaders/AudioLink/Shared/VRSL-AudioLink-StandardLighting.cginc @@ -0,0 +1,176 @@ +//Since this is shared, and the output structs/input structs are all slightly differently named in each shader template, just handle them all here. +#define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); +float4 CustomStandardLightingBRDF( + #if defined(GEOMETRY) + v2f i + #elif defined(TESSELLATION) + vertexOutput i + #else + v2f i + #endif + ) +{ + UNITY_SETUP_INSTANCE_ID(i); + // UNITY_SETUP_INSTANCE_ID(i); + // if(((i.uv.x) == 0.0 && (i.uv.y) == 0.0 || _PureEmissiveToggle == 1)) + // { + // //Color Light Bulb Itself + // float strobe = IF(isStrobe() == 1, GetStrobeOutput(getChannelSectorX()), 1); + // return IF(isOSC() == 1, (getEmissionColor() * GetOSCColor(getChannelSectorX())) * strobe, getEmissionColor() * strobe); + // } + + if ((((i.uv.x) == 0.9 && (i.uv.y) == 0.9) || (5.0 <= ceil(i.color.g * 10)) <= 7.0 && ceil(i.color.r) != 0 && ceil(i.color.b) != 0)) + { + discard; + return float4(0,0,0,0); + } + + else if((!(ceil(i.color.r) != 0 && ceil(i.color.g) != 1 && ceil(i.color.b) != 0)) || _PureEmissiveToggle != 0) + { + //LIGHTING PARAMS + UNITY_LIGHT_ATTENUATION(attenuation, i, i.worldPos.xyz); + float3 lightDir = getLightDir(i.worldPos); + float4 lightCol = _LightColor0; + + //NORMAL + float3 normalMap = texTPNorm(_BumpMap, _MainTex_ST, i.worldPos, i.objPos, i.btn[2], i.objNormal, _TriplanarFalloff, i.uv); + float3 worldNormal = getNormal(normalMap, i.btn[0], i.btn[1], i.btn[2]); + + //METALLIC SMOOTHNESS + float4 metallicGlossMap = texTP(_MetallicGlossMap, _MainTex_ST, i.worldPos, i.objPos, i.btn[2], i.objNormal, _TriplanarFalloff, i.uv); + float4 metallicSmoothness = getMetallicSmoothness(metallicGlossMap); + + //DIFFUSE + // fixed4 diffuse = texTP(_MainTex, _MainTex_ST, i.worldPos, i.objPos, i.btn[2], i.objNormal, _TriplanarFalloff, i.uv) * _Color; + fixed4 diffuse = lerp(texTP(_MainTex, _MainTex_ST, i.worldPos, i.objPos, i.btn[2], i.objNormal, _TriplanarFalloff, i.uv) * _Color, _Color, lerp(0, i.color.r, i.color.b)); + fixed4 diffuseColor = diffuse; //Store for later use, we alter it after. + diffuse.rgb *= (1-metallicSmoothness.x); + + //LIGHTING VECTORS + float3 viewDir = normalize(_WorldSpaceCameraPos - i.worldPos); + float3 halfVector = normalize(lightDir + viewDir); + float3 reflViewDir = reflect(-viewDir, worldNormal); + float3 reflLightDir = reflect(lightDir, worldNormal); + + //DOT PRODUCTS FOR LIGHTING + float ndl = saturate(dot(lightDir, worldNormal)); + float vdn = abs(dot(viewDir, worldNormal)); + float rdv = saturate(dot(reflLightDir, float4(-viewDir, 0))); + + //LIGHTING + float3 lighting = float3(0,0,0); + + #if defined(LIGHTMAP_ON) + float3 indirectDiffuse = 0; + float3 directDiffuse = getLightmap(i.uv1, worldNormal, i.worldPos); + #if defined(DYNAMICLIGHTMAP_ON) + float3 realtimeLM = getRealtimeLightmap(i.uv2, worldNormal); + directDiffuse += realtimeLM; + #endif + #else + float3 indirectDiffuse; + if(_LightProbeMethod == 0) + { + indirectDiffuse = ShadeSH9(float4(worldNormal, 1)); + } + else + { + float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w); + indirectDiffuse.r = shEvaluateDiffuseL1Geomerics(L0.r, unity_SHAr.xyz, worldNormal); + indirectDiffuse.g = shEvaluateDiffuseL1Geomerics(L0.g, unity_SHAg.xyz, worldNormal); + indirectDiffuse.b = shEvaluateDiffuseL1Geomerics(L0.b, unity_SHAb.xyz, worldNormal); + } + + float3 directDiffuse = ndl * attenuation * _LightColor0; + #endif + + float3 indirectSpecular = getIndirectSpecular(i.worldPos, diffuseColor, vdn, metallicSmoothness, reflViewDir, indirectDiffuse, viewDir, directDiffuse); + float3 directSpecular = getDirectSpecular(lightCol, diffuseColor, metallicSmoothness, rdv, attenuation); + + lighting = diffuse * (directDiffuse + indirectDiffuse); + lighting += directSpecular; + lighting += indirectSpecular; + + float al = 1; + #if defined(alphablend) + al = diffuseColor.a; + #endif + + //LIGHT BULB COLOR///////////////////////// + if(((i.uv.x) == 0.0 && (i.uv.y) == 0.0 || _PureEmissiveToggle == 1)) + { + //uint sector = getChannelSectorX(); + //Color Light Bulb Itself + +// float strobe = IF(isStrobe() == 1, i.intensityStrobe.y, 1); +// float4 emission = IF(isOSC() == 1, (getEmissionColor() * i.rgbColor) * strobe, getEmissionColor() * strobe); + float4 emission = getEmissionColor(); + // if((all(i.rgbColor <= float4(0.01,0.01,0.01,1)) || i.intensityStrobe.x <= 0.01) && isOSC() == 1) + // { + // return float4(lighting, al); + // } + float intensities = getGlobalIntensity() * getFinalIntensity() * _UniversalIntensity; + emission *=(_FixtureMaxIntensity)*1500; + emission = clamp(emission, 0, (_LensMaxBrightness*100 * intensities)); + //lighting += emission; + //lighting = lerp(lighting, emission, GetOSCIntensity(getChannelSectorX(), _FixtureMaxIntensity)); + half limit = 0.025; + // if((all(i.rgbColor >=half4(limit,limit,limit,1)) || i.intensityStrobe.x >= limit) && isOSC() == 1) + // { + // float4 potentialBrightness = emission * _FixutreIntensityMultiplier; + // emission = lerp(emission, potentialBrightness, pow(i.intensityStrobe.x, 1.9)); + // } + // else + // { + // if(isOSC() == 1) + // { + // emission = half4(0,0,0,1.0f); + // } + // } + //emission *= _FixutreIntensityMultiplier; + #ifndef RAW + emission = lerp((half4(0,0,0,emission.w)), emission, GetAudioReactAmplitude()); + #endif + emission = lerp((half4(0,0,0,emission.w)), emission, intensities); + //emission = lerp((half4(0,0,0,emission.w)), emission, ); + // emission = emission * _UniversalIntensity; + //emission = clamp(emission, half4(0,0,0,1), half4(_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,1)); + //lighting = IF(isOSC() == 1, lerp(lighting, emission, pow(0.1, (GetOSCIntensity(sector, _FixtureMaxIntensity)))) ,lighting + emission); + + #ifdef WASH + emission = i.uv1.y > 0.0 ? saturate(emission) - 0.25 : emission; + #endif + //lighting = IF(isOSC() == 1,lerp(lighting, emission, pow(i.intensityStrobe.x, 1.0)), emission); + lighting = emission; + + float lightingAVG = (lighting.x + lighting.y + lighting.z)/3; + #ifdef RAW + lighting = lerp(lighting,float3(lightingAVG, lightingAVG, lightingAVG), pow(_Saturation,2)); + #else + lighting = lerp(lighting,float3(lightingAVG, lightingAVG, lightingAVG), pow(_Saturation,1)); + #endif + + + //lighting = clamp(lighting,0, _LensMaxBrightness*100); + return float4(lighting, al); + } + else + { + return float4(lighting, al); + } + ////////////////////// + + + } + + else + { + discard; + return 0; + + + } + + + +} \ No newline at end of file diff --git a/Shaders/AudioLink/Shared/VRSL-AudioLink-StandardLighting.cginc.meta b/Shaders/AudioLink/Shared/VRSL-AudioLink-StandardLighting.cginc.meta new file mode 100644 index 0000000..2d1c191 --- /dev/null +++ b/Shaders/AudioLink/Shared/VRSL-AudioLink-StandardLighting.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9aec4cdee4d19264eb10d3d4c2e61317 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/StaticLights.meta b/Shaders/AudioLink/StaticLights.meta new file mode 100644 index 0000000..1b6edf5 --- /dev/null +++ b/Shaders/AudioLink/StaticLights.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9b37a7869d3bdf34492a336ed07171d7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-FixtureMesh.shader b/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-FixtureMesh.shader new file mode 100644 index 0000000..9517c4d --- /dev/null +++ b/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-FixtureMesh.shader @@ -0,0 +1,99 @@ +Shader "VRSL/AudioLink/Standard Static/Fixture" +{ + Properties + { + // [Header (INSTANCED PROPERITES)] + [HideInInspector]_Sector ("DMX Fixture Number/Sector (Per 13 Channels)", Int) = 0 + + [Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + //[HideInInspector][Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + + + //Color Texture Sampling Properties + [Toggle] _EnableColorTextureSample ("Enable Color Texture Sampling", Int) = 0 + [Toggle] _EnableColorChord ("Enable Color Chord Tinting", Int) = 0 + _SamplingTexture ("Texture To Sample From for Color", 2D) = "white" {} + _TextureColorSampleX ("X coordinate to sample the texture from", Range(0,1)) = 0.5 + _TextureColorSampleY ("Y coordinate to sample the texture from", Range(0,1)) = 0.5 + + + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + _FixutreIntensityMultiplier ("Intensity Multipler (For Bloom Scaling)", Range(1,15)) = 1 + _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Albedo (RGB)", 2D) = "white" {} + _NormalMap ("Normal Map", 2D) = "white" {} + _Glossiness ("Smoothness", Range(0,1)) = 0.5 + _Metallic ("Metallic", Range(0,1)) = 0.0 + + [Header(Audio Section)] + [Toggle]_EnableAudioLink("Enable Audio Link", Float) = 0 + _Band("Band", Float) = 0 + _BandMultiplier("Band Multiplier", Range(1, 15)) = 1 + _Delay("Delay", Float) = 0 + _NumBands("Num Bands", Float) = 4 + _AudioSpectrum("AudioSpectrum", 2D) = "black" {} + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _CurveMod ("Light Intensity Curve Modifier", Range (-3,8)) = 5.0 + _EmissionMask ("Emission Mask", 2D) = "white" {} + _FixtureMaxIntensity ("Maximum Light Intensity",Range (0,15)) = 1 + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + //[NoScaleOffset] _SceneAlbedo ("Scene Albedo Render Texture", 2D) = "white" {} + } + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 200 + + CGPROGRAM + // Physically based Standard lighting model, and enable shadows on all light types + #pragma surface surf Standard fullforwardshadows + + // Use shader model 3.0 target, to get nicer looking lighting + #pragma target 3.0 + + sampler2D _EmissionMask; + sampler2D _NormalMap; + #define STATIC_FIXTURE + struct Input + { + float2 uv_MainTex; + float2 uv_NormalMap; + }; + #include "../Shared/VRSL-AudioLink-Defines.cginc" //Property Defines are here + half _CurveMod; + #include "../Shared/VRSL-AudioLink-Functions.cginc" + + + void surf (Input IN, inout SurfaceOutputStandard o) + { + //hello + // Albedo comes from a texture tinted by color + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; + half4 e = getEmissionColor(); + + o.Albedo = c.rgb; + o.Normal = UnpackNormal (tex2D (_NormalMap, IN.uv_NormalMap)); + e = clamp(e, half4(0,0,0,1), half4(_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,1)); + e *= tex2D(_EmissionMask, IN.uv_MainTex).r; + e*= _FixutreIntensityMultiplier; + o.Emission = (e.rgb * _FixtureMaxIntensity) * GetAudioReactAmplitude(); + o.Emission = (o.Emission * getGlobalIntensity()) * getFinalIntensity(); + o.Emission = o.Emission * _UniversalIntensity; + // Metallic and smoothness come from slider variables + o.Metallic = _Metallic; + o.Smoothness = _Glossiness; + o.Alpha = c.a; + } + ENDCG + } + FallBack "Diffuse" + CustomEditor "VRSLInspector" +} diff --git a/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-FixtureMesh.shader.meta b/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-FixtureMesh.shader.meta new file mode 100644 index 0000000..35f9eb2 --- /dev/null +++ b/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-FixtureMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bc962dcf588680b47b0384ddabe83e24 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-LensFlare.shader b/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-LensFlare.shader new file mode 100644 index 0000000..f1d8f7f --- /dev/null +++ b/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-LensFlare.shader @@ -0,0 +1,365 @@ +Shader "VRSL/AudioLink/Standard Static/Lens Flare" +{ + //Modified from https://github.com/ColinLeung-NiloCat/UnityURP-BillboardLensFlareShader by ColinLeung-NiloCat from URP to SRP + Properties + { + [Header(Audio Section)] + [Toggle]_EnableAudioLink("Enable Audio Link", Float) = 0 + _Band("Band", Float) = 0 + _BandMultiplier("Band Multiplier", Range(1, 15)) = 1 + _Delay("Delay", Float) = 0 + _NumBands("Num Bands", Float) = 4 + _AudioSpectrum("AudioSpectrum", 2D) = "black" {} + [Toggle] _EnableColorChord ("Enable Color Chord Tinting", Int) = 0 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _MainTex ("Texture", 2D) = "white" {} + _FadeAmt ("Fade Strength", Range(0,1)) = 1 + _ColorSat ("Color Saturtation Strength", Range(0,1)) = 1 + _ScaleFactor ("Scale Factor", Range(0,0.01)) = 1 + _ReferenceDistance("Reference Distance", Float) = 2 + _UVScale ("UV Scale Test", Range(0.001,2)) = 1 + _FixtureMaxIntensity ("Maximum Light Intensity",Range (0,15)) = 1 + _CurveMod ("Light Intensity Curve Modifier", Range (-3,8)) = 5.0 + _FixutreIntensityMultiplier ("Intensity Multipler (For Bloom Scaling)", Range(1,5)) = 1 + + _RemoveTextureArtifact("RemoveTextureArtifact", Range(0,0.1)) = 0 + + [Toggle] _EnableColorTextureSample ("Enable Color Texture Sampling", Int) = 0 + _SamplingTexture ("Texture To Sample From for Color", 2D) = "white" {} + _TextureColorSampleX ("X coordinate to sample the texture from", Range(0,1)) = 0.5 + _TextureColorSampleY ("Y coordinate to sample the texture from", Range(0,1)) = 0.5 + + [Header(PreMultiply Alpha. Turn it ON only if your texture has correct alpha)] + [Toggle]_UsePreMultiplyAlpha("UsePreMultiplyAlpha (recommend _BaseMap's alpha = 'From Gray Scale')", Float) = 0 + + + [Header(Depth Occlusion)] + _LightSourceViewSpaceRadius("LightSourceViewSpaceRadius", range(0,1)) = 0.05 + _DepthOcclusionTestZBias("DepthOcclusionTestZBias", range(-1,1)) = -0.001 + + [Header(If camera too close Auto fadeout)] + _StartFadeinDistanceWorldUnit("StartFadeinDistanceWorldUnit",Float) = 0.05 + _EndFadeinDistanceWorldUnit("EndFadeinDistanceWorldUnit", Float) = 0.5 + + // [Header(Optional Flicker animation)] + // [Toggle]_ShouldDoFlicker("ShouldDoFlicker", FLoat) = 1 + // _FlickerAnimSpeed("FlickerAnimSpeed", Float) = 5 + // _FlickResultIntensityLowestPoint("FlickResultIntensityLowestPoint", range(0,1)) = 0.5 + } + SubShader + { + Tags { "RenderType"="Transparent" "Queue" = "Transparent" } + LOD 100 + + Pass + { + Zwrite Off + ZTest Off + Blend One One + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + // make fog work + #pragma multi_compile_fog + #pragma multi_compile_instancing + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + half4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float2 uv : TEXCOORD0; + UNITY_FOG_COORDS(1) + float4 vertex : SV_POSITION; + float4 screenPos : TEXCOORD1; + float4 worldDirection : TEXCOORD2; + float4 vertexWorldPos : TEXCOORD3; + half4 color : TEXCOORD4; + float maskX : TEXCOORD5; + + UNITY_VERTEX_INPUT_INSTANCE_ID // will turn into this in non OpenGL / non PSSL -> uint instanceID : SV_InstanceID; + UNITY_VERTEX_OUTPUT_STEREO + + }; + + #define COUNT 8 //you can edit to any number(e.g. 1~32), the lower the faster. Keeping this number a const can enable many compiler optimizations + + // sampler2D _MainTex; + //float4 _MainTex_ST; + //half4 _Emission; + half _ColorSat, _ScaleFactor, _ReferenceDistance, _UVScale; + float _LightSourceViewSpaceRadius; + float _DepthOcclusionTestZBias; + + float _StartFadeinDistanceWorldUnit; + float _EndFadeinDistanceWorldUnit; + + float _UsePreMultiplyAlpha; + + // float _FlickerAnimSpeed; + float _FlickResultIntensityLowestPoint; + //float _ShouldDoFlicker; + half _RemoveTextureArtifact, _CurveMod; + #include "../Shared/VRSL-AudioLink-Defines.cginc" + #include "../Shared/VRSL-AudioLink-Functions.cginc" + + float4x4 GetWorldToViewMatrix() + { + return UNITY_MATRIX_V; + } + float4x4 GetObjectToWorldMatrix() + { + return UNITY_MATRIX_M; + } + + float3 TransformWorldToView(float3 positionWS) + { + return mul(GetWorldToViewMatrix(), float4(positionWS, 1.0)).xyz; + } + + float3 TransformObjectToWorld(float3 vertex) + { + return mul(GetObjectToWorldMatrix(), float4(vertex, 1.0)).xyz; + } + + inline float4 CalculateFrustumCorrection() + { + float x1 = -UNITY_MATRIX_P._31/(UNITY_MATRIX_P._11*UNITY_MATRIX_P._34); + float x2 = -UNITY_MATRIX_P._32/(UNITY_MATRIX_P._22*UNITY_MATRIX_P._34); + return float4(x1, x2, 0, UNITY_MATRIX_P._33/UNITY_MATRIX_P._34 + x1*UNITY_MATRIX_P._13 + x2*UNITY_MATRIX_P._23); + } + + //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + inline float CorrectedLinearEyeDepth(float z, float B) + { + return 1.0 / (z/UNITY_MATRIX_P._34 + B); + } + + float3 RGB2HSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); + float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + + float3 hsb2rgb( float3 c ){ + float3 rgb = clamp( abs(fmod(c.x*6.0+float3(0.0,4.0,2.0),6)-3.0)-1.0, 0, 1); + rgb = rgb*rgb*(3.0-2.0*rgb); + return c.z * lerp( float3(1,1,1), rgb, c.y); + } + // float4 getEmissionColor() + // { + // return UNITY_ACCESS_INSTANCED_PROP(Props,_Emission); + // } + // float getGlobalIntensity() + // { + // return UNITY_ACCESS_INSTANCED_PROP(Props, _GlobalIntensity); + // } + + // float getFinalIntensity() + // { + // return UNITY_ACCESS_INSTANCED_PROP(Props, _FinalIntensity); + // } + + v2f vert (appdata v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); //Insert + UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert + + half4 e = getEmissionColor(); + e = clamp(e, half4(0,0,0,1), half4(_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,1)); + e*= (_FixutreIntensityMultiplier); + e*= GetAudioReactAmplitude(); + e = float4(((e.rgb * _FixtureMaxIntensity) * getGlobalIntensity()) * getFinalIntensity(), e.w); + e*= _UniversalIntensity; + float3 eHSV = RGB2HSV(e.rgb); + if(eHSV.z <= 0.01) + { + v.vertex = float4(0,0,0,0); + o.vertex = UnityObjectToClipPos(v.vertex); + return o; + + } + + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.color = v.color * e; + + // float2 scaleXY_WS = float2( + // length(float3(unity_ObjectToWorld[0].x, unity_ObjectToWorld[1].x, unity_ObjectToWorld[2].x)), // scale x axis + // length(float3(unity_ObjectToWorld[0].y, unity_ObjectToWorld[1].y, unity_ObjectToWorld[2].y)) // scale y axis // scale z axis + // ); + + // float4 world_origin = mul(UNITY_MATRIX_M, float4(0,0,0,1)); + // float4 view_origin = float4(UnityObjectToViewPos(float3(0,0,0)),1); + + // float scale = (_ScaleFactor * (length(view_origin)/_ReferenceDistance)) + (1 - _ScaleFactor); + + + + // float4 worldPos = mul(UNITY_MATRIX_M, float4(scale, scale, scale, 1) * v.vertex); + // float4 flippedWorldPos = float4(-1,1,-1,1) * (worldPos - world_origin) + world_origin; + // //float4 viewPos = mul(UNITY_MATRIX_V, worldPos); + // float4 viewPos = flippedWorldPos - world_origin + view_origin; + // viewPos = float4(viewPos.x, viewPos.y, viewPos.z, viewPos.w); + // float4 clipPos = mul(UNITY_MATRIX_P, viewPos); + // o.vertex = clipPos; + float3 quadPivotPosOS = float3(0,0,0); + float3 quadPivotPosWS = TransformObjectToWorld(quadPivotPosOS); + float3 quadPivotPosVS = TransformWorldToView(quadPivotPosWS); + + //get transform.lossyScale using: + //https://forum.unity.com/threads/can-i-get-the-scale-in-the-transform-of-the-object-i-attach-a-shader-to-if-so-how.418345/ + float2 scaleXY_WS = float2( + length(float3(GetObjectToWorldMatrix()[0].x, GetObjectToWorldMatrix()[1].x, GetObjectToWorldMatrix()[2].x)), // scale x axis + length(float3(GetObjectToWorldMatrix()[0].y, GetObjectToWorldMatrix()[1].y, GetObjectToWorldMatrix()[2].y)) // scale y axis + ); + + float3 posVS = quadPivotPosVS + float3(v.vertex.xy * scaleXY_WS,0);//recontruct quad 4 points in view space + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //complete SV_POSITION's view space to HClip space transformation + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + o.vertex = mul(UNITY_MATRIX_P,float4(posVS,1)); + + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //do smooth visibility test using brute force forloop (COUNT*2+1)^2 times inside a view space 2D grid area + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + float visibilityTestPassedCount = 0; + float linearEyeDepthOfFlarePivot = -quadPivotPosVS.z;//view space's forward is pointing to -Z, but we want +Z, so negate it + float testLoopSingleAxisWidth = COUNT*2+1; + float totalTestCount = testLoopSingleAxisWidth * testLoopSingleAxisWidth; + float divider = 1.0 / totalTestCount; + float maxSingleAxisOffset = _LightSourceViewSpaceRadius / testLoopSingleAxisWidth; + + //Test for n*n grid in view space, where quad pivot is grid's center. + //For each iteration, + //if that test point passed the scene depth occlusion test, we add 1 to visibilityTestPassedCount + for(int x = -COUNT; x <= COUNT; x++) + { + for(int y = -COUNT; y <= COUNT ; y++) + { + float3 testPosVS = quadPivotPosVS; + testPosVS.xy += float2(x,y) * maxSingleAxisOffset;//add 2D test grid offset, in const view space unit + float4 PivotPosCS = mul(UNITY_MATRIX_P,float4(testPosVS,1)); + float4 PivotScreenPos = ComputeScreenPos(PivotPosCS); + float2 screenUV = PivotScreenPos.xy/PivotScreenPos.w; + + //if screenUV out of bound, treat it as occluded, because no correct depth texture data can be used to compare + if(screenUV.x > 1 || screenUV.x < 0 || screenUV.y > 1 || screenUV.y < 0) + continue; //exit means occluded + + //we don't have tex2D() in vertex shader, because rasterization is not done by GPU, so we use tex2Dlod() with mip0 instead + float sampledSceneDepth = tex2Dlod(_CameraDepthTexture,float4(screenUV,0,0)).x;//(uv.x,uv.y,0,mipLevel) + float linearEyeDepthFromSceneDepthTexture = LinearEyeDepth(sampledSceneDepth); + float linearEyeDepthFromSelfALU = PivotPosCS.w; //clip space .w is view space z, = linear eye depth + + //do the actual depth comparision test + //+1 means flare test point is visible in screen space + //+0 means flare test point blocked by other objects in screen space, not visible + visibilityTestPassedCount += linearEyeDepthFromSelfALU + _DepthOcclusionTestZBias < linearEyeDepthFromSceneDepthTexture ? 1 : 0; + } + } + float visibilityResult01 = visibilityTestPassedCount * divider;//0~100% visiblility result + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //if camera too close to flare , smooth fade out to prevent flare blocking camera too much (usually for fps games) + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + visibilityResult01 *= smoothstep(_StartFadeinDistanceWorldUnit,_EndFadeinDistanceWorldUnit,linearEyeDepthOfFlarePivot); + + // if(_ShouldDoFlicker) + // { + // float flickerMul = 0; + // //TODO: expose more control to noise? (send me an issue in GitHub, if anyone need this) + // flickerMul += saturate(sin(_Time.y * _FlickerAnimSpeed * 1.0000)) * (1-_FlickResultIntensityLowestPoint) + _FlickResultIntensityLowestPoint; + // flickerMul += saturate(sin(_Time.y * _FlickerAnimSpeed * 0.6437)) * (1-_FlickResultIntensityLowestPoint) + _FlickResultIntensityLowestPoint; + // visibilityResult01 *= saturate(flickerMul/2); + // } + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //apply all combinations(visibilityResult01) to vertex color + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + o.color.a *= visibilityResult01; + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //premultiply alpha to rgb after alpha's calculation is done + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + o.color.rgb *= o.color.a; + o.color.a = _UsePreMultiplyAlpha? o.color.a : 0; + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //pure optimization: + //if flare is invisible or nearly invisible, + //invalid this vertex (and all connected vertices). + //This 100% early exit at clipping stage will prevent any rasterization & fragment shader cost at all + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + o.vertex = visibilityResult01 < divider ? 0 : o.vertex; + + + float3 hsvFC = RGB2HSV(o.color.xyz); + hsvFC.y = 0.0; + float4 e2 = float4(1,1,1,o.color.w) * hsvFC.z; + o.maskX = lerp(1, 0, pow(distance(half2(0.5, 0.5), o.uv), _FadeAmt)); + float satMask = lerp(1, 0, pow(distance(half2(0.5, 0.5), o.uv), _ColorSat)); + o.color = lerp(o.color, e2, satMask); + + + + + + // UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + + + + + fixed4 frag (v2f i) : SV_Target + { + // float2 screenposUV = i.screenPos.xy / i.screenPos.w; + // //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + // float perspectiveDivide = 1.0f / i.vertex.w; + // float4 depthdirect = i.worldDirection * perspectiveDivide; + // float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenposUV); + // #if UNITY_REVERSED_Z + // if (sceneZ == 0) + // #else + // if (sceneZ == 1) + // #endif + // return float4(0,0,0,1); + // float depth = CorrectedLinearEyeDepth(sceneZ, depthdirect.w); + // //Convert from Corrected Linear Eye Depth to Linear01Depth + // //Credit: https://www.cyanilux.com/tutorials/depth/#eye-depth + // depth = (1.0 - (depth * _ZBufferParams.w)) / (depth * _ZBufferParams.z); + // depth = Linear01Depth(depth); + fixed4 col = saturate(tex2D(_MainTex, i.uv )-_RemoveTextureArtifact) * i.color; + // float2 p = i.uv * 2.0 - 1.0; + // col *= (lerp(1, 0, abs(p.x))) * (lerp(1, 0, abs(p.y))); + // apply fog + UNITY_APPLY_FOG(i.fogCoord, col); + + col *= i.maskX; + return col; + } + ENDCG + } + } +} diff --git a/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-LensFlare.shader.meta b/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-LensFlare.shader.meta new file mode 100644 index 0000000..964ec56 --- /dev/null +++ b/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-LensFlare.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 04f8767eab35c0141aff7e2be3e10e5e +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-ProjectionFrag.cginc b/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-ProjectionFrag.cginc new file mode 100644 index 0000000..7e0d8ab --- /dev/null +++ b/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-ProjectionFrag.cginc @@ -0,0 +1,145 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +#define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + + float3 getWpos(float depth, float3 ray) + { + float4 vpos = float4(ray * depth, 1); + // scale ray by linearized depth, which gives us the position of the ray + // intersection with the depth buffer in view space. This is the point of intersection in view space. + + float3 wpos = (mul(unity_CameraToWorld, vpos).xyz); + //convert view space coordinate to world space coordinate. + //Wpos is now coordinates for intersection. + return wpos; + } + + float3 getProjPos(float3 wpos) + { + return (mul(unity_WorldToObject,float4(wpos.x, wpos.y, wpos.z, 1))); + } + + inline float CorrectedLinearEyeDepth(float z, float B) + { + return 1.0 / (z/UNITY_MATRIX_P._34 + B); + } + + + + fixed4 ProjectionFrag(v2f i) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(i); + #ifdef RAW + float globalintensity = i.globalFinalIntensity.x; + float finalintensity = i.globalFinalIntensity.y; + float4 emissionTint = i.emissionColor; + if(globalintensity <= 0.005 || finalintensity <= 0.005 || all(emissionTint <= float4(0.005, 0.005, 0.005, 1.0))) + { + return half4(0,0,0,0); + } + #else + float audioReaction = i.audioGlobalFinalIntensity.x; + float globalintensity = i.audioGlobalFinalIntensity.y; + float finalintensity = i.audioGlobalFinalIntensity.z; + float4 emissionTint = i.emissionColor; + if(audioReaction <= 0.005 || globalintensity <= 0.005 || finalintensity <= 0.005 || all(emissionTint <= float4(0.005, 0.005, 0.005, 1.0))) + { + return half4(0,0,0,0); + } + #endif + // if((all(i.rgbColor <= float4(0.05,0.05,0.05,1)) || i.intensityStrobe.x <= 0.05) && isOSC() == 1) + // { + // return (0,0,0,0); + // } + + if(i.color.g != 0) + { + + i.ray = i.ray * (_ProjectionParams.z / i.ray.z); + + float2 screenposUV = i.screenPos.xy / i.screenPos.w; + + //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + float perspectiveDivide = 1.0f / i.pos.w; + float4 direction = i.worldDirection * perspectiveDivide; + float2 altScreenPos = i.screenPos.xy * perspectiveDivide; + + + float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenposUV); + + #if UNITY_REVERSED_Z + if (sceneZ == 0) + #else + if (sceneZ == 1) + #endif + return float4(0,0,0,1); + //Convert to Corrected LinearEyeDepth by DJ Lukis + float depth = CorrectedLinearEyeDepth(sceneZ, direction.w); + + //Convert from Corrected Linear Eye Depth to Linear01Depth + //Credit: https://www.cyanilux.com/tutorials/depth/#eye-depth + depth = (1.0 - (depth * _ZBufferParams.w)) / (depth * _ZBufferParams.z); + //Convert to Linear01Depth + depth = Linear01Depth(depth); + float3 objectOrigin = mul(unity_ObjectToWorld, float4(0.0,0.0,0.0,1.0) ).xyz; + //get object origin in world space. + //float3 fragViewPos = float4(i.ray * depth, 1); + + float3 wpos = getWpos(depth, i.ray); + float3 projPos = getProjPos(wpos); + float distanceFromOrigin = length(objectOrigin - wpos); + float attenuationDist = length(objectOrigin - wpos); + float attenuation = 1.0 / (_ProjectionDistanceFallOff + _Fade * attenuationDist + _FeatherOffset * (attenuationDist * attenuationDist)); + + float UVscale = 1/(_ProjectionDistanceFallOff + (distanceFromOrigin * _ProjectionUVMod) + (_FeatherOffset * (distanceFromOrigin * distanceFromOrigin))); + + //float3 calculatedWorldNormal = getCalculatedWorldNormal(projPos); + + float2 uvCoords = (((float2((projPos.x), projPos.y) * UVscale))); + //uvCoords = mul(uvCoords, projPos.z); + float2 oldUVcoords = uvCoords; + //Get coordinate plane in object space + + uvCoords.x += _XOffset; + uvCoords.y += _YOffset; + uvCoords.x *= _ModX; + uvCoords.y *= _ModY; + //uvCoords = normalize(mul(float4(uvCoords, 0.0, 0.0), unity_ObjectToWorld)).xy; + + clip(uvCoords); + //Discard any pixels that are outside of the traditional 0-1 UV bounds. + + float4 tex = tex2D(_ProjectionMainTex, uvCoords); + //tex = float4(tex.x, tex.y, tex.z, pow(tex.w * distanceFromOrigin, -1)); + //tex = pow(tex * distanceFromOrigin, 1); + float distFromUVOrigin = (abs(distance(uvCoords, half2(0,0)))); + //calculatedWorldNormal = UnpackNormal(tex2D(_SceneNormals, oldUVcoords)); + // Create create xy coordinate plane based on object space, make sure it scales based on the + // distance from the intersection + + clip(1.0 - uvCoords); + float4 col = tex; + //float4 col = tex * float4(n,1); + + //clip(projPos.z); +// float strobe = IF(isStrobe() == 1, i.intensityStrobe.y, 1); + + + + float4 result = ((col * UVscale * _ProjectionMaxIntensity) * emissionTint); + float fadeRange = (saturate(1-(pow(10, distanceFromOrigin - 2)))); + #ifdef RAW + return (((lerp(result,float4(0,0,0,0), smoothstep(distanceFromOrigin, 0, _Fade))) * getGlobalIntensity()) * getFinalIntensity()) * _UniversalIntensity; + #else + result = result * audioReaction; + return (((lerp(result,float4(0,0,0,0), smoothstep(distanceFromOrigin, 0, _Fade))) * globalintensity) * finalintensity) * _UniversalIntensity; + #endif + } + else + { + clip(i.pos); + discard; + return float4(0,0,0,0); + } + + } \ No newline at end of file diff --git a/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-ProjectionFrag.cginc.meta b/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-ProjectionFrag.cginc.meta new file mode 100644 index 0000000..9099696 --- /dev/null +++ b/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-ProjectionFrag.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ed4dcd9025b99744696cf6619c104520 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-ProjectionMesh.shader b/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-ProjectionMesh.shader new file mode 100644 index 0000000..c2af2d3 --- /dev/null +++ b/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-ProjectionMesh.shader @@ -0,0 +1,244 @@ +Shader "VRSL/AudioLink/Standard Static/Projection" +{ + + Properties + { + + //[Header (INSTANCED PROPERITES)] + [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Source Blend mode", Float) = 2 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Destination Blend mode", Float) = 1 + [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0 + // _BlockLengthX("OSC Block Base Distance X", Float) = 0.019231 + // _BlockLengthY("OSC Block Base Distance Y", Float) = 0 + + [Header(Audio Section)] + [Toggle]_EnableAudioLink("Enable Audio Link", Float) = 0 + [Toggle] _EnableColorChord ("Enable Color Chord Tinting", Int) = 0 + _Band("Band", Float) = 0 + _BandMultiplier("Band Multiplier", Range(1, 15)) = 1 + _Delay("Delay", Float) = 0 + _NumBands("Num Bands", Float) = 4 + _AudioSpectrum("AudioSpectrum", 2D) = "black" {} + + //[Header(LIGHTING CONTROLS)] + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _FixtureMaxIntensity ("Maximum Light Intensity",Range (0,6)) = 1 + //[NoScaleOffset] _SceneAlbedo ("Scene Albedo Render Texture", 2D) = "white" {} + + //Color Texture Sampling Properties + [Toggle] _EnableColorTextureSample ("Enable Color Texture Sampling", Int) = 0 + _SamplingTexture ("Texture To Sample From for Color", 2D) = "white" {} + _TextureColorSampleX ("X coordinate to sample the texture from", Range(0,1)) = 0.5 + _TextureColorSampleY ("Y coordinate to sample the texture from", Range(0,1)) = 0.5 + + //[Header(PROJECTION SETTINGS)] + + [NoScaleOffset] _ProjectionMainTex ("Projection Texture GOBO 1", 2D) = "white"{} + _ProjectionMaxIntensity ("Maximum Projection Intensity", Range (0,50)) = 1 + + _XOffset ("Projection Offset X", Range(-6, 6)) = 0 + _YOffset ("Projection Offset Y", Range(-6, 6)) = 0 + + + _ConeWidth("Specular Strength or whatever", Range(0,5)) = 0 + _ProjectionRange ("Projection Drawing Range", Range(0,10)) = 0 + _ProjectionRangeOrigin ("Projection Drawing Range Scale Origin", Float) = (0, -0.07535, 0.12387, 0) + + // [Space(12)] + _ProjectionDistanceFallOff("Attenuation Constant", Range(0,1)) = 1 + _ProjectionUVMod ("Projection UV Scale Modifier ", Range(0,1)) = 0 + _Fade ("Light Range", Range(0, 25)) = 1 + _FeatherOffset ("Attenuation Quadratic", Range(0,1)) = 1 + //[Space(12)] + + [Toggle] _UseWorldNorm("Use World Normal vs View Normal", Float) = 0 + _ModX ("Projection UV X Stretch", Range(-2, 2)) = 1 + _ModY ("Projection UV Y Stretch", Range(-2, 2)) = 1 + _ProjectionRotation("Projection UV Rotation", Range(-180, 180)) = 0 + [Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + _SpinSpeed ("Auto Spin Speed", Range(0, 10)) = 0 + + //[Space(8)] + + _RedMultiplier ("Red Channel Multiplier", Range(1, 5)) = 1 + _GreenMultiplier ("Green Channel Multiplier", Range(1, 5)) = 1 + _BlueMultiplier ("Blue Channel Multiplier", Range(1,5)) = 1 + + + + // [Header(MAIN)] + // [Enum(Unity Default, 0, Non Linear, 1)]_LightProbeMethod("Light Probe Sampling", Int) = 0 + // [Enum(UVs, 0, Triplanar World, 1, Triplanar Object, 2)]_TextureSampleMode("Texture Mode", Int) = 0 + // _TriplanarFalloff("Triplanar Blend", Range(0.5,1)) = 1 + // _MainTex("Main Texture", 2D) = "white" {} + // _Color("Color", Color) = (1,1,1,1) + + // [Space(16)] + // [Header(NORMALS)] + // _BumpMap("Normal Map", 2D) = "bump" {} + // _BumpScale("Normal Scale", Range(-1,1)) = 1 + + // [Space(16)] + // [Header(METALLIC)] + // _MetallicGlossMap("Metallic Map", 2D) = "white" {} + // _Metallic("Metallic", Range(0,1)) = 0 + // _Glossiness("Smoothness", Range(0,1)) = 0 + + // [Space(16)] + // [Header(LIGHTMAPPING HACKS)] + // _SpecularLMOcclusion("Specular Occlusion", Range(0,1)) = 0 + // _SpecLMOcclusionAdjust("Spec Occlusion Sensitiviy", Range(0,1)) = 0.2 + // _LMStrength("Lightmap Strength", Range(0,1)) = 1 + // _RTLMStrength("Realtime Lightmap Strength", Range(0,1)) = 1 + + + + + } + SubShader + { + //UNITY_REQUIRE_ADVANDED_BLEND(all_equations) + Tags{ "Queue" = "Transparent+1" "IgnoreProjector"="True" "RenderType" = "Transparent" } + Pass + { + + Tags{ "ForceNoShadowCasting"="True" "IgnoreProjector"="True" "LightMode" = "Always"} + Cull Front + Ztest GEqual + ZWrite Off + Blend [_BlendSrc] [_BlendDst] + BlendOp [_BlendOp] + Lighting Off + //SeparateSpecular Off + + Stencil + { + Ref 142 + Comp Greater + } + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + #pragma multi_compile_instancing + + #define PROJECTION_YES + + #include "UnityCG.cginc" + + + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 texcoord : TEXCOORD1; + float4 color : COLOR; + float3 normal : TEXCOORD3; + float3 tangent : TANGENT; + float4 projectionorigin : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float3 ray : TEXCOORD2; + float4 screenPos : TEXCOORD4; + float4 color : COLOR; + float3 normal : TEXCOORD3; + float4 projectionorigin : TEXCOORD5; + float4 worldDirection : TEXCOORD6; + float4 worldPos : TEXCOORD7; + float4 emissionColor : TEXCOORD8; + float3 audioGlobalFinalIntensity: TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + #include "../Shared/VRSL-AudioLink-Defines.cginc" + #include "../Shared/VRSL-AudioLink-Functions.cginc" + #include "VRSL-AudioLink-StaticLight-ProjectionFrag.cginc" + + #define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + + + float4 CalculateProjectionScaleRange(appdata v, float4 input, float scalar) + { + float4 oldinput = input; + float4x4 scaleMatrix = float4x4(scalar, 0, 0, 0, + 0, scalar, 0, 0, + 0, 0, scalar, 0, + 0, 0, 0, 1.0); + float4 newOrigin = input.w * _ProjectionRangeOrigin; + input.xyz = input.xyz - newOrigin; + //Do stretch + float4 newProjectionScale = mul(scaleMatrix, input); + input.xyz = newProjectionScale; + input.xyz = input.xyz + newOrigin; + input.xyz = IF(v.color.g != 0, input.xyz, oldinput); + return input; + } + + + inline float4 CalculateFrustumCorrection() + { + float x1 = -UNITY_MATRIX_P._31/(UNITY_MATRIX_P._11*UNITY_MATRIX_P._34); + float x2 = -UNITY_MATRIX_P._32/(UNITY_MATRIX_P._22*UNITY_MATRIX_P._34); + return float4(x1, x2, 0, UNITY_MATRIX_P._33/UNITY_MATRIX_P._34 + x1*UNITY_MATRIX_P._13 + x2*UNITY_MATRIX_P._23); + } + + + //VERTEX SHADER + v2f vert (appdata v) + { + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f, o); + UNITY_SETUP_INSTANCE_ID(v); + // + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.audioGlobalFinalIntensity.x = GetAudioReactAmplitude(); + o.audioGlobalFinalIntensity.y = getGlobalIntensity(); + o.audioGlobalFinalIntensity.z = getFinalIntensity(); + o.emissionColor = getEmissionColor(); + v.vertex = CalculateProjectionScaleRange(v, v.vertex, _ProjectionRange); + o.projectionorigin = CalculateProjectionScaleRange(v, _ProjectionRangeOrigin, _ProjectionRange); + //move verts to clip space + o.pos = UnityObjectToClipPos(v.vertex); + + //get screen space position of verts + o.screenPos = ComputeScreenPos(o.pos); + //Putting in the vertex position before the transformation seems to somewhat move the projection correctly, but is still incorrect...? + o.ray = UnityObjectToViewPos(v.vertex).xyz; + //invert z axis so that it projects from camera properly + o.ray *= float3(1,1,-1); + //saving vertex color incase needing to perform rotation calculation in fragment shader + o.color = v.color; + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + //For Mirror Depth Correction + o.worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos; + // pack correction factor into direction w component to save space + o.worldDirection.w = dot(o.pos, CalculateFrustumCorrection()); + if(o.audioGlobalFinalIntensity.x <= 0.005 || o.audioGlobalFinalIntensity.y <= 0.005 || o.audioGlobalFinalIntensity.z <= 0.005 || all(o.emissionColor.xyz <= float4(0.005, 0.005, 0.005, 1.0))) + { + v.vertex = float4(0,0,0,0); + o.pos = UnityObjectToClipPos(v.vertex); + } + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + //UNITY_SETUP_INSTANCE_ID(i); + return ProjectionFrag(i); + } + ENDCG + + } + + + } + CustomEditor "VRSLInspector" +} diff --git a/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-ProjectionMesh.shader.meta b/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-ProjectionMesh.shader.meta new file mode 100644 index 0000000..baa5ed5 --- /dev/null +++ b/Shaders/AudioLink/StaticLights/VRSL-AudioLink-StaticLight-ProjectionMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 171b119a9de3c524baa60012ee126713 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Basic Surface Shaders.meta b/Shaders/Basic Surface Shaders.meta new file mode 100644 index 0000000..20707e4 --- /dev/null +++ b/Shaders/Basic Surface Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e35378feb6bb24f468d3ddf82412e5ef +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Basic Surface Shaders/VRSL-StandardSurface-AlphaCutout.shader b/Shaders/Basic Surface Shaders/VRSL-StandardSurface-AlphaCutout.shader new file mode 100644 index 0000000..ae0b70d --- /dev/null +++ b/Shaders/Basic Surface Shaders/VRSL-StandardSurface-AlphaCutout.shader @@ -0,0 +1,112 @@ +Shader "VRSL/Surface Shaders/Alpha Cutout" +{ + Properties + { + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + _DMXChannel ("DMX Fixture Number/Sector (Per 13 Channels)", Int) = 0 + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableDMXAlpha ("Allow Alpha to be controlled by DMX (Channel 6)", Int) = 0 + + [Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + //[HideInInspector][Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _EmissionMask ("Emission Mask", 2D) = "white" {} + _FixtureMaxIntensity ("Maximum Light Intensity",Range (0,15)) = 1 + _Saturation ("Color Saturation", Range (0,1)) = 0.95 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + + + _CurveMod ("Light Intensity Multiplier", Range (1,8)) = 5.0 + + _Color ("Color", Color) = (1,1,1,1) + _Cutoff("Alpha Cutoff", Range (0, 1)) = 0.5 + _MainTex ("Albedo (RGBA)", 2D) = "white" {} + _MetallicSmoothness ("Metallic(R) / Smoothness(A) Map", 2D) = "white" {} + _NormalMap ("Normal Map", 2D) = "white" {} + _Metallic ("Metallic Blend", Range(0,1)) = 0.0 + _Glossiness ("Smoothness Blend", Range(0,1)) = 0.5 + + } + SubShader + { + + Tags {"RenderType"="TransparentCutout" } + + LOD 200 + + CGPROGRAM + // Physically based Standard lighting model, and enable shadows on all light types + #pragma surface surf StandardDefaultGI addshadow + #include "UnityPBSLighting.cginc" + #define SURF_ALPHA + // Use shader model 3.0 target, to get nicer looking lighting + #pragma target 3.5 + struct Input + { + float2 uv_MainTex; + float2 uv_EmissionMask; + float2 uv_NormalMap; + float2 uv_MetallicSmoothness; + + }; + #include "../StaticLights/VRSL-StaticLight-FixtureMesh-Defines.cginc" + half _CurveMod, _FixutreIntensityMultiplier, _AlphaIntensity, _Cutoff; + sampler2D _EmissionMask, _NormalMap, _MetallicSmoothness; + #include "../Shared/VRSL-DMXFunctions.cginc" + + //half _Glossiness; + //half _Metallic; + //fixed4 _Color; + + inline half4 LightingStandardDefaultGI(SurfaceOutputStandard s, half3 viewDir, UnityGI gi) + { + return LightingStandard(s, viewDir, gi); + } + inline void LightingStandardDefaultGI_GI(SurfaceOutputStandard s, UnityGIInput data, inout UnityGI gi) + { + LightingStandard_GI(s, data, gi); + } + + #include "VRSL-StandardSurface-Functions.cginc" + + void surf (Input IN, inout SurfaceOutputStandard o) + { + // Albedo comes from a texture tinted by color + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; + + half alpha = c.a * GetDMXAlpha(); + o.Alpha = alpha; + if(alpha < _Cutoff) + { + discard; + } + + o.Emission = GetDMXEmission(IN.uv_EmissionMask); + + + + // o.Emission = OSCcol; + fixed4 ms = tex2D (_MetallicSmoothness, IN.uv_MetallicSmoothness); + + + o.Albedo = c.rgb; + // Metallic and smoothness come from slider variables + o.Metallic = _Metallic * ms.r; + o.Smoothness = _Glossiness * ms.a; + + o.Normal = UnpackNormal (tex2D (_NormalMap, IN.uv_NormalMap)); + } + ENDCG + } + FallBack "Diffuse" +} diff --git a/Shaders/Basic Surface Shaders/VRSL-StandardSurface-AlphaCutout.shader.meta b/Shaders/Basic Surface Shaders/VRSL-StandardSurface-AlphaCutout.shader.meta new file mode 100644 index 0000000..4b6e006 --- /dev/null +++ b/Shaders/Basic Surface Shaders/VRSL-StandardSurface-AlphaCutout.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2a73f3a6c7edf9c4e842f661e271c171 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Functions.cginc b/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Functions.cginc new file mode 100644 index 0000000..0fd381d --- /dev/null +++ b/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Functions.cginc @@ -0,0 +1,62 @@ +float GetSurfaceStrobe(uint DMXChannel) +{ + + float phase = getValueAtCoordsRaw(DMXChannel + 4, _OSCGridStrobeTimer); + float status = getValueAtCoords(DMXChannel + 4, _OSCGridRenderTextureRAW); + + half strobe = (sin(phase));//Get sin wave + strobe = IF(strobe > 0.0, 1.0, 0.0);//turn to square wave + //strobe = saturate(strobe); + + strobe = IF(status > 0.2, strobe, 1); //minimum channel threshold set + + //check if we should even be strobing at all. + strobe = IF(isOSC() == 1, strobe, 1); + strobe = IF(isStrobe() == 1, strobe, 1); + + return strobe; + +} +float4 GetDMXRGB(uint DMXChannel, float intensity) +{ + float redchannel = getValueAtCoords(DMXChannel + 1, _OSCGridRenderTextureRAW); + float greenchannel = getValueAtCoords(DMXChannel + 2, _OSCGridRenderTextureRAW); + float bluechannel = getValueAtCoords(DMXChannel + 3, _OSCGridRenderTextureRAW); + + #if defined(PROJECTION_YES) + redchannel = redchannel * _RedMultiplier; + bluechannel = bluechannel * _BlueMultiplier; + greenchannel = greenchannel * _GreenMultiplier; + #endif + + + //return IF(isOSC() == 1,lerp(fixed4(0,0,0,1), float4(redchannel,greenchannel,bluechannel,1), GetOSCIntensity(DMXChannel, _FixtureMaxIntensity)), float4(redchannel,greenchannel,bluechannel,1) * GetOSCIntensity(DMXChannel, _FixtureMaxIntensity)); + return lerp(fixed4(0,0,0,1), float4(redchannel,greenchannel,bluechannel,1), intensity); +} + +float4 GetDMXEmission(float2 EmissionUV) +{ + uint dmx = getDMXChannel(); + float dmxIntensity = getValueAtCoords(dmx, _OSCGridRenderTextureRAW); + float strobe = IF(isStrobe() == 1, GetSurfaceStrobe(dmx), 1); + float4 OSCcol = GetDMXRGB(dmx, dmxIntensity) * getEmissionColor(); + //OSCcol *= GetOSCColor(dmx); + float4 col = IF(isOSC() == 1, lerp(float4(0,0,0,0), OSCcol * _CurveMod, dmxIntensity), getEmissionColor()); + half4 e = col * strobe; + // e = IF(isOSC() == 1,lerp(half4(-_CurveMod,-_CurveMod,-_CurveMod,1), e, pow(GetOSCIntensity(dmx, 1.0), 1.0)), e); + // e = clamp(e, half4(0,0,0,1), half4(_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,1)); + e *= tex2D(_EmissionMask, EmissionUV).r; + //e*= _FixutreIntensityMultiplier; + float sat = (e.r + e.g + e.b)/3.0; + e.rgb = lerp(float3(sat,sat,sat), e, _Saturation); + e = ((e * _FixtureMaxIntensity) * getGlobalIntensity()) * getFinalIntensity(); + return e * _UniversalIntensity; +} + +#ifdef SURF_ALPHA +float GetDMXAlpha() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props, _EnableDMXAlpha) == 1 && isOSC() == 1 ? getValueAtCoords((getDMXChannel() + 5), _OSCGridRenderTextureRAW) : 1.0; +} + +#endif \ No newline at end of file diff --git a/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Functions.cginc.meta b/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Functions.cginc.meta new file mode 100644 index 0000000..6325d93 --- /dev/null +++ b/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Functions.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 008253dfdadf20d46a04527f7d1ea92e +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Opaque.shader b/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Opaque.shader new file mode 100644 index 0000000..12235a5 --- /dev/null +++ b/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Opaque.shader @@ -0,0 +1,100 @@ +Shader "VRSL/Surface Shaders/Opaque" +{ + Properties + { + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + _DMXChannel ("DMX Fixture Number/Sector (Per 13 Channels)", Int) = 0 + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + + [Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + //[HideInInspector][Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _EmissionMask ("Emission Mask", 2D) = "white" {} + _FixtureMaxIntensity ("Maximum Light Intensity",Range (0,15)) = 1 + _Saturation ("Color Saturation", Range (0,1)) = 0.95 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + + + _CurveMod ("Light Intensity Multiplier", Range (1,8)) = 5.0 + + _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Albedo (RGB)", 2D) = "white" {} + _MetallicSmoothness ("Metallic(R) / Smoothness(A) Map", 2D) = "white" {} + _NormalMap ("Normal Map", 2D) = "white" {} + _Metallic ("Metallic Blend", Range(0,1)) = 0.0 + _Glossiness ("Smoothness Blend", Range(0,1)) = 0.5 + + } + SubShader + { + + Tags { "RenderType"="Opaque" } + LOD 200 + + CGPROGRAM + // Physically based Standard lighting model, and enable shadows on all light types + #pragma surface surf StandardDefaultGI + #include "UnityPBSLighting.cginc" + + // Use shader model 3.0 target, to get nicer looking lighting + #pragma target 3.5 + struct Input + { + float2 uv_MainTex; + float2 uv_EmissionMask; + float2 uv_NormalMap; + float2 uv_MetallicSmoothness; + + }; + #include "../StaticLights/VRSL-StaticLight-FixtureMesh-Defines.cginc" + half _CurveMod, _FixutreIntensityMultiplier; + sampler2D _EmissionMask, _NormalMap, _MetallicSmoothness; + #include "../Shared/VRSL-DMXFunctions.cginc" + + //half _Glossiness; + //half _Metallic; + //fixed4 _Color; + + inline half4 LightingStandardDefaultGI(SurfaceOutputStandard s, half3 viewDir, UnityGI gi) + { + return LightingStandard(s, viewDir, gi); + } + inline void LightingStandardDefaultGI_GI(SurfaceOutputStandard s, UnityGIInput data, inout UnityGI gi) + { + LightingStandard_GI(s, data, gi); + } + + #include "VRSL-StandardSurface-Functions.cginc" + + void surf (Input IN, inout SurfaceOutputStandard o) + { + // Albedo comes from a texture tinted by color + + o.Emission = GetDMXEmission(IN.uv_EmissionMask) * _CurveMod; + + + // o.Emission = OSCcol; + fixed4 ms = tex2D (_MetallicSmoothness, IN.uv_MetallicSmoothness); + + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; + o.Albedo = c.rgb; + // Metallic and smoothness come from slider variables + o.Metallic = _Metallic * ms.r; + o.Smoothness = _Glossiness * ms.a; + o.Alpha = c.a; + o.Normal = UnpackNormal (tex2D (_NormalMap, IN.uv_NormalMap)); + } + ENDCG + } + FallBack "Diffuse" +} diff --git a/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Opaque.shader.meta b/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Opaque.shader.meta new file mode 100644 index 0000000..5cce0e3 --- /dev/null +++ b/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Opaque.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f23016ddcd834d84c92028d893fd6558 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Transparent.shader b/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Transparent.shader new file mode 100644 index 0000000..f458af0 --- /dev/null +++ b/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Transparent.shader @@ -0,0 +1,102 @@ +Shader "VRSL/Surface Shaders/Transparent" +{ + Properties + { + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + _DMXChannel ("DMX Fixture Number/Sector (Per 13 Channels)", Int) = 0 + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableDMXAlpha ("Allow Alpha to be controlled by DMX (Channel 6)", Int) = 0 + + [Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + //[HideInInspector][Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _EmissionMask ("Emission Mask", 2D) = "white" {} + _FixtureMaxIntensity ("Maximum Light Intensity",Range (0,15)) = 1 + _Saturation ("Color Saturation", Range (0,1)) = 0.95 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + + + _CurveMod ("Light Intensity Multiplier", Range (1,8)) = 5.0 + + _Color ("Color", Color) = (1,1,1,1) + _AlphaIntensity("Alpha Intensity", Range(0,1)) = 1 + _MainTex ("Albedo (RGBA)", 2D) = "white" {} + _MetallicSmoothness ("Metallic(R) / Smoothness(A) Map", 2D) = "white" {} + _NormalMap ("Normal Map", 2D) = "white" {} + _Metallic ("Metallic Blend", Range(0,1)) = 0.0 + _Glossiness ("Smoothness Blend", Range(0,1)) = 0.5 + + } + SubShader + { + + Tags { "Queue" = "Transparent" "RenderType"="Transparent" } + LOD 200 + + CGPROGRAM + // Physically based Standard lighting model, and enable shadows on all light types + #pragma surface surf StandardDefaultGI alpha:blend + #include "UnityPBSLighting.cginc" + #define SURF_ALPHA + // Use shader model 3.0 target, to get nicer looking lighting + #pragma target 3.5 + struct Input + { + float2 uv_MainTex; + float2 uv_EmissionMask; + float2 uv_NormalMap; + float2 uv_MetallicSmoothness; + + }; + #include "../StaticLights/VRSL-StaticLight-FixtureMesh-Defines.cginc" + half _CurveMod, _FixutreIntensityMultiplier, _AlphaIntensity; + sampler2D _EmissionMask, _NormalMap, _MetallicSmoothness; + #include "../Shared/VRSL-DMXFunctions.cginc" + + //half _Glossiness; + //half _Metallic; + //fixed4 _Color; + + inline half4 LightingStandardDefaultGI(SurfaceOutputStandard s, half3 viewDir, UnityGI gi) + { + return LightingStandard(s, viewDir, gi); + } + inline void LightingStandardDefaultGI_GI(SurfaceOutputStandard s, UnityGIInput data, inout UnityGI gi) + { + LightingStandard_GI(s, data, gi); + } + + #include "VRSL-StandardSurface-Functions.cginc" + + void surf (Input IN, inout SurfaceOutputStandard o) + { + // Albedo comes from a texture tinted by color + + o.Emission = GetDMXEmission(IN.uv_EmissionMask); + + + // o.Emission = OSCcol; + fixed4 ms = tex2D (_MetallicSmoothness, IN.uv_MetallicSmoothness); + + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; + o.Albedo = c.rgb; + // Metallic and smoothness come from slider variables + o.Metallic = _Metallic * ms.r; + o.Smoothness = _Glossiness * ms.a; + o.Alpha = c.a * GetDMXAlpha() * _AlphaIntensity; + o.Normal = UnpackNormal (tex2D (_NormalMap, IN.uv_NormalMap)); + } + ENDCG + } + FallBack "Diffuse" +} diff --git a/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Transparent.shader.meta b/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Transparent.shader.meta new file mode 100644 index 0000000..812335e --- /dev/null +++ b/Shaders/Basic Surface Shaders/VRSL-StandardSurface-Transparent.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6c9f98aeb67796044bafe62e4b8e72ae +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/CRTShaders.meta b/Shaders/CRTShaders.meta new file mode 100644 index 0000000..b412dc6 --- /dev/null +++ b/Shaders/CRTShaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bf9c0d3f266cf5449bc03f147d6024f2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/CRTShaders/DMXRTShader-DMXInterpolation.shader b/Shaders/CRTShaders/DMXRTShader-DMXInterpolation.shader new file mode 100644 index 0000000..b840f1c --- /dev/null +++ b/Shaders/CRTShaders/DMXRTShader-DMXInterpolation.shader @@ -0,0 +1,136 @@ +Shader "VRSL/DMX CRTs/Interpolation" +{ + Properties + { + _DMXChannel ("DMX Channel (for legacy global movement speed)", Int) = 0 + [Toggle] _EnableLegacyGlobalMovementSpeedChannel ("Enable Legacy Global Movement Speed Channel (disables individiual movement speed per sector)", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [Toggle] _EnableCompatibilityMode ("Enable Stream OSC/DMX Control", Int) = 0 + [NoScaleOffset]_OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + _SmoothValue ("Smoothness Level (0 to 1, 0 = max)", Range(0,1)) = 0.5 + _MinimumSmoothnessOSC ("Minimum Smoothness Value for OSC", Float) = 0 + _MaximumSmoothnessOSC ("Maximum Smoothness Value for OSc", Float) = 0 + } + + SubShader + { + Lighting Off + Blend One Zero + Name "Interpolation Pass" + Pass + { + CGPROGRAM + #include "UnityCustomRenderTexture.cginc" + #include "UnityCG.cginc" + #pragma vertex CustomRenderTextureVertexShader + #pragma fragment frag + #pragma target 3.0 + + float _SmoothValue, _MinimumSmoothnessOSC, _MaximumSmoothnessOSC; + sampler2D _Tex; + sampler2D _OSCGridRenderTexture; + SamplerState sampler_point_repeat; + int _IsEven, _DMXChannel, _EnableOSC, _EnableLegacyGlobalMovementSpeedChannel; + uint _EnableCompatibilityMode; + float oscSmoothnessRAW; + #define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + + + + float2 getSectorCoordinates(float x, float y, uint sector) + { + // say we were on sector 6 + // we need to move over 2 sectors + // and we need to move up 3 sectors + + //1 sector is every 13 channels + //the grid is 26x26 aka 2 sectors per row + //TRAVERSING THE Y AXIS OF THE OSC GRID + + float ymod = floor(sector / 2); + float originalx = x; + float originaly = y; + + //TRAVERSING THE X AXIS OF THE OSC GRID + float xmod = sector % 2; + + + //x += (xmod * 0.052); + //0.498573 + //0.036343 + x+= (xmod * 0.498573); + y+= (ymod * 0.03846); + //y += (ymod * 0.006); + originaly = IF(sector == 0, originaly, originaly + (0.0147 * (sector))); + + return IF(_EnableCompatibilityMode == 1, + float2 (x, y), + float2(originalx, originaly)); + + } + + float getValueAtCoords(float x, float y, uint sector) + { + float2 recoords = getSectorCoordinates(x, y, sector); + float4 uvcoords = float4(recoords.x, recoords.y, 0,0); + float4 c = tex2D(_OSCGridRenderTexture, uvcoords); + float3 cRGB = float3(c.r, c.g, c.b); + float value = LinearRgbToLuminance(cRGB); + value = LinearToGammaSpaceExact(value); + + return value; + } + + float getValueAtUV(float2 uv) + { + float4 c = tex2D(_OSCGridRenderTexture, uv); + float3 cRGB = float3(c.r, c.g, c.b); + float value = LinearRgbToLuminance(cRGB); + value = LinearToGammaSpaceExact(value); + + return value; + } + + float2 getCh13coords(float2 uv) + { + return float2(0.911, uv.y); + } + float getSmoothnessValue(float2 uv) + { + if(_EnableLegacyGlobalMovementSpeedChannel == 1) + { + oscSmoothnessRAW = IF(_EnableCompatibilityMode == 1, getValueAtCoords(0.096151, 0.019231, _DMXChannel), getValueAtCoords(0.189936, 0.00762, _DMXChannel)); + } + else + { + oscSmoothnessRAW = IF(_EnableCompatibilityMode == 1, getValueAtCoords(0.096151, 0.019231, _DMXChannel), getValueAtUV(float2(0.960, uv.y))); + } + float oscSmoothness = lerp(_MinimumSmoothnessOSC, _MaximumSmoothnessOSC, oscSmoothnessRAW); + return IF(_EnableOSC == 1, oscSmoothness, _SmoothValue); + } + + + float4 frag(v2f_customrendertexture IN) : COLOR + { + if (_Time.y > 3.0) + { + float4 previousFrame = tex2D(_SelfTexture2D, IN.localTexcoord.xy); + float4 currentFrame = tex2D(_OSCGridRenderTexture, IN.localTexcoord.xy); + // if(IN.localTexcoord.y > 0.90) + // { + // oscSmoothnessRAW = IF(_EnableCompatibilityMode == 1, getValueAtCoords(0.096151, 0.019231, _DMXChannel), getValueAtCoords(0.189936, 0.00762, _DMXChannel)); + // return oscSmoothnessRAW; + // } + float smoothness = getSmoothnessValue(IN.localTexcoord.xy); + return lerp(clamp(lerp(previousFrame, currentFrame,smoothstep(0.0, 1.0, clamp(unity_DeltaTime.z,0.0,1.0))) , 0.0, 400.0), currentFrame, smoothness); + } + else + { + return tex2D(_OSCGridRenderTexture, IN.localTexcoord.xy); + } + } + ENDCG + } + } + CustomEditor "VRSLInspector" +} diff --git a/Shaders/CRTShaders/DMXRTShader-DMXInterpolation.shader.meta b/Shaders/CRTShaders/DMXRTShader-DMXInterpolation.shader.meta new file mode 100644 index 0000000..fd98591 --- /dev/null +++ b/Shaders/CRTShaders/DMXRTShader-DMXInterpolation.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 715ebff4a0305954f96e78ccb3676141 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/CRTShaders/DMXRTShader-SpinnerTimer.shader b/Shaders/CRTShaders/DMXRTShader-SpinnerTimer.shader new file mode 100644 index 0000000..fe6a0ac --- /dev/null +++ b/Shaders/CRTShaders/DMXRTShader-SpinnerTimer.shader @@ -0,0 +1,94 @@ +Shader "VRSL/DMX CRTs/Spinner Timer" +{ + //THIS IS A TIMER, TO KEEP TRACK OF HOW MUCH TIME HAS PASSED FOR THE NEXT ROTATION + Properties + { + [NoScaleOffset]_OSCGridRenderTexture("DMX Grid Texture", 2D) = "white" {} + } + + SubShader + { + Lighting Off + Blend One Zero + Name "Gobo Spin Pass" + Pass + { + CGPROGRAM + #include "UnityCustomRenderTexture.cginc" + #include "UnityCG.cginc" + #pragma vertex CustomRenderTextureVertexShader + #pragma fragment frag + #pragma target 4.0 + + sampler2D _Tex; + Texture2D _OSCGridRenderTexture; + uniform float4 _OSCGridRenderTexture_TexelSize; + SamplerState sampler_point_repeat; + // half _MaxStrobeFreq; + #define PI 3.14159265 + #define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + + float GetDMXValue(float4 c) + { + float3 cRGB = float3(c.r, c.g, c.b); + float value = LinearRgbToLuminance(cRGB); + value = LinearToGammaSpaceExact(value); + + return value; + } + + float4 frag(v2f_customrendertexture IN) : COLOR + + { + //CHILL FOR 1 SECOND TO ALLOW DATA TO COME IN + if (_Time.y > 1.0) + { + float4 previousFrame = tex2D(_SelfTexture2D, IN.localTexcoord.xy); + float4 currentFrame = _OSCGridRenderTexture.SampleLevel(sampler_point_repeat, IN.localTexcoord.xy, 0); + + float dt = clamp(unity_DeltaTime.x, 0.0, 2.0); + //T = CURRENT PHASE + float t = previousFrame.r; + //INCREMENT CURRENT PHASE CLOSER TO 2PI + float dmx = GetDMXValue(currentFrame); + if(dmx < 0.015) + { + return 0; + } + float spin; + + if(dmx > 0.5) + { + spin = -(dmx - 0.5); + t = t + (dt * spin * 10.0); + } + else + { + spin = dmx; + t = t - (dt * spin * 10.0); + } + + //IF PHASE IS GREATER THAN OR EQUAL TO 2PI, RETURN TO 0, CAUSE SIN(2PI) == SIN(0) + + if (t >= 2*PI && dmx > 0.5) + { + t -= 2*PI; + } + else if(t <= 0.0) + { + t += 2*PI; + } + //EZ CLAP + return clamp(t, 0.0, 1000000.0); + } + + else + { + return _OSCGridRenderTexture.SampleLevel(sampler_point_repeat, IN.localTexcoord.xy, 0); + } + } + ENDCG + } + } + //CustomEditor "VRSLInspector" +} diff --git a/Shaders/CRTShaders/DMXRTShader-SpinnerTimer.shader.meta b/Shaders/CRTShaders/DMXRTShader-SpinnerTimer.shader.meta new file mode 100644 index 0000000..7986a93 --- /dev/null +++ b/Shaders/CRTShaders/DMXRTShader-SpinnerTimer.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2ee0579a37d93cc47ae05f57b6d19bfc +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/CRTShaders/DMXRTShader-StrobeTimings.shader b/Shaders/CRTShaders/DMXRTShader-StrobeTimings.shader new file mode 100644 index 0000000..265594e --- /dev/null +++ b/Shaders/CRTShaders/DMXRTShader-StrobeTimings.shader @@ -0,0 +1,91 @@ +Shader "VRSL/DMX CRTs/Strobe Timer" +{ + //THIS IS A TIMER, TO KEEP TRACK OF HOW MUCH TIME HAS PASSED FOR THE STROBE + Properties + { + [NoScaleOffset]_OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + _MaxStrobeFreq("Maximum Strobe Frequency", Range(1,100)) = 25 + } + + SubShader + { + Lighting Off + Blend One Zero + Pass + { + Name "Strobe Pass" + CGPROGRAM + #include "UnityCustomRenderTexture.cginc" + #include "UnityCG.cginc" + #pragma vertex CustomRenderTextureVertexShader + #pragma fragment frag + #pragma target 4.5 + + sampler2D _Tex; + Texture2D _OSCGridRenderTexture; + uniform float4 _OSCGridRenderTexture_TexelSize; + SamplerState sampler_point_repeat; + half _MaxStrobeFreq; + + + + #define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + + + + // float calculateStrobe(float2 coords) + // { + // float freq = GetStrobeValue(coords); + // return 2.0; + // } + + float GetDMXValue(float4 c) + { + float3 cRGB = float3(c.r, c.g, c.b); + float value = LinearRgbToLuminance(cRGB); + value = LinearToGammaSpaceExact(value); + + return value; + } + + float4 frag(v2f_customrendertexture IN) : COLOR + //NOTE + //THIS IS OUTPUTTING THE PHASE OF A SINE WAVE + //IT READS THE INPUT TEXTURE TO GET THE FREQUENCY AND ADJUSTS THE PHASE TO THAT FREQUENCY FOR THAT CHANNEL + //IT IS ASSUMING ALL CHANNELS ARE STROBE CHANNELS + //THE ACTUAL SINE WAVE IS CALCULATED ON THE FIXTURE AS SIN(PHASE) + //DON'T FORGET NEXT TIME PLZ THX + //SERIOUSLY, TRIG IS IMPORTANT + + { + //CHILL FOR 1 SECOND TO ALLOW DATA TO COME IN + if (_Time.y > 1.0) + { + float4 previousFrame = tex2D(_SelfTexture2D, IN.localTexcoord.xy); + float4 currentFrame = _OSCGridRenderTexture.SampleLevel(sampler_point_repeat, IN.localTexcoord.xy, 0); + + float dt = clamp(unity_DeltaTime.x, 0.0, 2.0); + //T = CURRENT PHASE + float t = previousFrame.r; + //INCREMENT CURRENT PHASE CLOSER TO 2PI + t = t + (dt * (GetDMXValue(currentFrame) * _MaxStrobeFreq)); + + //IF PHASE IS GREATER THAN OR EQUAL TO 2PI, RETURN TO 0, CAUSE SIN(2PI) == SIN(0) + if (t >= 2*3.14159265) + { + t -= 2*3.14159265; + } + //EZ CLAP + return clamp(t, 0.0, 1000000.0); + } + + else + { + return _OSCGridRenderTexture.SampleLevel(sampler_point_repeat, IN.localTexcoord.xy, 0); + } + } + ENDCG + } + } + CustomEditor "VRSLInspector" +} diff --git a/Shaders/CRTShaders/DMXRTShader-StrobeTimings.shader.meta b/Shaders/CRTShaders/DMXRTShader-StrobeTimings.shader.meta new file mode 100644 index 0000000..0ee7ce2 --- /dev/null +++ b/Shaders/CRTShaders/DMXRTShader-StrobeTimings.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 70d085252a756e54e96824cb28a38a48 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Discoball.meta b/Shaders/Discoball.meta new file mode 100644 index 0000000..deb3bb2 --- /dev/null +++ b/Shaders/Discoball.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2132e0795cdbf6c44bb625ae0f57ea85 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Discoball/VRSL-Discoball.shader b/Shaders/Discoball/VRSL-Discoball.shader new file mode 100644 index 0000000..0e8fe23 --- /dev/null +++ b/Shaders/Discoball/VRSL-Discoball.shader @@ -0,0 +1,165 @@ +Shader "VRSL/Other/Discoball" + { + Properties + { + [HideInInspector]_DMXChannel ("DMX Fixture Number/Sector (Per 13 Channels)", Int) = 0 + + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission ("Color", Color) = (1.0, 1.0, 1.0, .2) + _Cube ("Projection Map", Cube) = "" {} + [Toggle] _UseWorldNorm("Use World Normal vs View Normal", Float) = 0 + _RotationSpeed ("Rotation Speed", Range (-180,180)) = 8.2 + _Multiplier("Brightness Multiplier", Range(0, 10)) = 1 + + } + SubShader + { + Tags{ "Queue" = "Transparent+1" "ForceNoShadowCasting"="True" "IgnoreProjector"="True" "RenderType" = "Transparent" } + Offset -1, -5 + Stencil + { + Ref 148 + Comp NotEqual + Pass Keep + } + + Pass + { + Cull Off + Ztest Greater + ZWrite Off + Blend DstColor One + Lighting Off + SeparateSpecular Off + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + uniform samplerCUBE _Cube; + float4 _Cube_ST; + float _RotationSpeed; + #include "UnityCG.cginc" + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 texcoord : TEXCOORD1; + }; + struct v2f + { + float4 vertex : SV_POSITION; + float2 uv : TEXCOORD0; + float3 ray : TEXCOORD2; + float4 screenPos : TEXCOORD4; + float4 worldDirection : TEXCOORD5; + float4 worldPos : TEXCOORD6; + float2 dmxIntensity: TEXCOORD7; + UNITY_VERTEX_OUTPUT_STEREO + }; + #include "../Shared/VRSL-Defines.cginc" + half _Multiplier; + #include "../Shared/VRSL-DMXFunctions.cginc" + + float4 Rotation(float4 vertPos) + { + + //CALCULATE BASE ROTATION. MORE FUN MATH. THIS IS FOR PAN. + float angleY = radians(_Time.y * _RotationSpeed); + float c = cos(angleY); + float s = sin(angleY); + float4x4 rotateYMatrix = float4x4(c, 0, s, 0, + 0, 1, 0, 0, + -s, 0, c, 0, + 0, 0, 0, 1); + + return mul(rotateYMatrix, vertPos); + } + inline float4 CalculateFrustumCorrection() + { + float x1 = -UNITY_MATRIX_P._31/(UNITY_MATRIX_P._11*UNITY_MATRIX_P._34); + float x2 = -UNITY_MATRIX_P._32/(UNITY_MATRIX_P._22*UNITY_MATRIX_P._34); + return float4(x1, x2, 0, UNITY_MATRIX_P._33/UNITY_MATRIX_P._34 + x1*UNITY_MATRIX_P._13 + x2*UNITY_MATRIX_P._23); + } + + + //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + inline float CorrectedLinearEyeDepth(float z, float B) + { + return 1.0 / (z/UNITY_MATRIX_P._34 + B); + } + + + v2f vert(appdata v) + { + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f, o); //DON'T INITIALIZE OR IT WILL BREAK PROJECTION + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + // UNITY_TRANSFER_INSTANCE_ID(v, o); + + + o.vertex = UnityObjectToClipPos(v.vertex); + o.ray = UnityObjectToViewPos(v.vertex).xyz; + o.ray = o.ray.xyz * float3(-1,-1,1); + o.ray = lerp(o.ray, v.texcoord, v.texcoord.z != 0); + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + o.screenPos = ComputeScreenPos(o.vertex); + o.worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos; + // pack correction factor into direction w component to save space + o.worldDirection.w = dot(o.vertex, CalculateFrustumCorrection()); + uint dmx = getDMXChannel(); + o.dmxIntensity = IF(_EnableCompatibilityMode == 1, float2(dmx, getValueAtCoords(dmx, _OSCGridRenderTextureRAW)), float2(dmx, getValueAtCoords(dmx, _OSCGridRenderTextureRAW))); + if(o.dmxIntensity.y <= 0.05 && _EnableOSC == 1) + { + v.vertex = float4(0,0,0,0); + o.vertex = UnityObjectToClipPos(v.vertex); + + } + return o; + } + + #define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + + + fixed4 frag(v2f i) : SV_Target + { + if(i.dmxIntensity.y <= 0.05 && _EnableOSC == 1) + { + return half4(0,0,0,0); + } + float4 depthdirect = i.worldDirection * (1.0f / i.vertex.w); + float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.screenPos.xy / i.screenPos.w); + #if UNITY_REVERSED_Z + if (sceneZ == 0) + #else + if (sceneZ == 1) + #endif + return half4(0,0,0,0); + + float depth = CorrectedLinearEyeDepth(sceneZ, depthdirect.w); + i.ray = i.ray * (_ProjectionParams.z / i.ray.z); + depth = Linear01Depth((1.0 - (depth * _ZBufferParams.w)) / (depth * _ZBufferParams.z)); + float3 wpos = mul(unity_CameraToWorld, float4(i.ray * depth, 1)).xyz; + float UVscale = pow(abs(distance( mul(unity_ObjectToWorld, float4(0.0,0.0,0.0,1.0) ).xyz,wpos)),-1); + float3 projPos = (mul(unity_WorldToObject,float4(wpos, 1))); + if(0.0 < abs(projPos.x) < 0.1) + { + return half4(0,0,0,0); + } + projPos = Rotation(float4(projPos, 0)).xyz; + float4 col = (texCUBE (_Cube, projPos)); + col = col *(_Emission * (4*UVscale)); + col = IF(_EnableOSC == 1, col * i.dmxIntensity.y, col); + col = (col * _Multiplier)*((col * getGlobalIntensity()) * getFinalIntensity()); + col = col * _UniversalIntensity; + return col; + } + ENDCG + }//end color pass + } + CustomEditor "VRSLInspector" + } \ No newline at end of file diff --git a/Shaders/Discoball/VRSL-Discoball.shader.meta b/Shaders/Discoball/VRSL-Discoball.shader.meta new file mode 100644 index 0000000..21a02fc --- /dev/null +++ b/Shaders/Discoball/VRSL-Discoball.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ab365740313f68e4c9b46ea0f93ba4b3 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Editor.meta b/Shaders/Editor.meta new file mode 100644 index 0000000..9f6b7fa --- /dev/null +++ b/Shaders/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e76abdaadaf4d854ca3e597f2769f7c3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Editor/Resources.meta b/Shaders/Editor/Resources.meta new file mode 100644 index 0000000..77853d4 --- /dev/null +++ b/Shaders/Editor/Resources.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: def30e3b1b908334fadf0b515b956a0a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Editor/Resources/VRStageLighting-Logo.png b/Shaders/Editor/Resources/VRStageLighting-Logo.png new file mode 100644 index 0000000..a8b2bcd Binary files /dev/null and b/Shaders/Editor/Resources/VRStageLighting-Logo.png differ diff --git a/Shaders/Editor/Resources/VRStageLighting-Logo.png.meta b/Shaders/Editor/Resources/VRStageLighting-Logo.png.meta new file mode 100644 index 0000000..871312b --- /dev/null +++ b/Shaders/Editor/Resources/VRStageLighting-Logo.png.meta @@ -0,0 +1,99 @@ +fileFormatVersion: 2 +guid: 60e9919549e266c4f9ceb71853abfd1f +TextureImporter: + fileIDToRecycleName: {} + externalObjects: {} + serializedVersion: 9 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: 1 + mipBias: -100 + wrapU: 1 + wrapV: 1 + wrapW: -1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - serializedVersion: 2 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 1 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 1 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 77ee5c14b0c35644c80bb8a98e15ef19 + vertices: [] + indices: + edges: [] + weights: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Editor/VRSLInspector.cs b/Shaders/Editor/VRSLInspector.cs new file mode 100644 index 0000000..13e84fd --- /dev/null +++ b/Shaders/Editor/VRSLInspector.cs @@ -0,0 +1,1087 @@ +using System.Reflection; +using UnityEditor; +using UnityEngine; + +// Based on Morioh's toon shader GUI. +// This code is based off synqark's arktoon-shaders and Xiexe. +// Citation to "https://github.com/synqark", "https://github.com/synqark/arktoon-shaders", https://gitlab.com/xMorioh/moriohs-toon-shader. +public class VRSLInspector : ShaderGUI +{ + + BindingFlags bindingFlags = BindingFlags.Public | + BindingFlags.NonPublic | + BindingFlags.Instance | + BindingFlags.Static; + MaterialProperty _DMXChannel = null; + MaterialProperty _EnableOSC = null; + MaterialProperty _EnableExtraChannels = null; + MaterialProperty _OSCGridRenderTextureRAW = null; + MaterialProperty _OSCGridRenderTexture = null; + MaterialProperty _OSCGridStrobeTimer = null; + MaterialProperty _OSCGridSpinTimer = null; + MaterialProperty _UseRawGrid = null; + MaterialProperty _EnableCompatibilityMode = null; + MaterialProperty _EnableVerticalMode = null; + MaterialProperty _EnableLegacyGlobalMovementSpeedChannel = null; + + MaterialProperty _GlobalIntensity = null; + MaterialProperty _FinalIntensity = null; + MaterialProperty _UniversalIntensity = null; + MaterialProperty _Emission = null; + MaterialProperty _CurveMod = null; + MaterialProperty _Saturation = null; + MaterialProperty _SaturationLength = null; + MaterialProperty _LensMaxBrightness = null; + MaterialProperty _GoboBeamSplitEnable = null; + MaterialProperty _ConeWidth = null; + MaterialProperty _ConeLength = null; + MaterialProperty _MaxConeLength = null; + MaterialProperty _ConeSync = null; + MaterialProperty _FixutreIntensityMultiplier = null; + + MaterialProperty _FixtureBaseRotationY = null; + + MaterialProperty _FixtureRotationX = null; + + //Mover Housing Specific + MaterialProperty _FixtureRotationOrigin = null; + //MaterialProperty _FixtureLensOrigin = null; + MaterialProperty _MaxMinPanAngle = null; + MaterialProperty _MaxMinTiltAngle = null; + MaterialProperty _LightProbeMethod = null; + + MaterialProperty _MainTex = null; + MaterialProperty _Color = null; + MaterialProperty _BumpMap = null; + MaterialProperty _BumpScale = null; + MaterialProperty _NormalMap = null; + MaterialProperty _MetallicGlossMap = null; + MaterialProperty _EmissionMask = null; + MaterialProperty _Metallic = null; + MaterialProperty _Glossiness = null; + //Volumetric Texture specific + + MaterialProperty _LightMainTex = null; + MaterialProperty _NoiseTex = null; + MaterialProperty _NoisePower = null; + //MaterialProperty _NoiseSeed = null; + MaterialProperty _Noise2X = null; + MaterialProperty _Noise2Y = null; + MaterialProperty _Noise2Z = null; + MaterialProperty _Noise2Stretch = null; + MaterialProperty _Noise2StretchInside = null; + MaterialProperty _Noise2Power = null; + MaterialProperty _ToggleMagicNoise = null; + // MaterialProperty _InsideConeNormalMap = null; + + //Volumetric Control Specific + MaterialProperty _FixtureMaxIntensity = null; + MaterialProperty _FadeStrength = null; + MaterialProperty _InnerFadeStrength = null; + MaterialProperty _InnerIntensityCurve = null; + MaterialProperty _DistFade = null; + MaterialProperty _FadeAmt = null; + MaterialProperty _StripeSplit = null; + MaterialProperty _StripeSplitStrength = null; + MaterialProperty _StripeSplit2 = null; + MaterialProperty _StripeSplitStrength2 = null; + MaterialProperty _StripeSplit3 = null; + MaterialProperty _StripeSplitStrength3 = null; + MaterialProperty _StripeSplit4 = null; + MaterialProperty _StripeSplitStrength4 = null; + MaterialProperty _StripeSplit5 = null; + MaterialProperty _StripeSplitStrength5 = null; + MaterialProperty _StripeSplit6 = null; + MaterialProperty _StripeSplitStrength6 = null; + MaterialProperty _StripeSplit7 = null; + MaterialProperty _StripeSplitStrength7 = null; + // MaterialProperty _IntersectionMod = null; + + //Projection Control Spectific + MaterialProperty _ProjectionRotation = null; + MaterialProperty _SpinSpeed = null; + MaterialProperty _ProjectionIntensity = null; + MaterialProperty _ProjectionFade = null; + MaterialProperty _ProjectionFadeCurve = null; + MaterialProperty _ProjectionDistanceFallOff = null; + MaterialProperty _ProjectionRange = null; + MaterialProperty _ProjectionRangeOrigin = null; + MaterialProperty _EnableSpin = null; + MaterialProperty _LegacyGoboRange = null; + MaterialProperty _BlendSrc = null; + MaterialProperty _BlendDst = null; + MaterialProperty _BlendOp = null; + + //Projection Texture Specific + MaterialProperty _ProjectionSelection = null; + MaterialProperty _ProjectionMainTex = null; + MaterialProperty _ProjectionUVMod = null; + MaterialProperty _ProjectionUVMod2 = null; + MaterialProperty _ProjectionUVMod3 = null; + MaterialProperty _ProjectionUVMod4 = null; + MaterialProperty _ProjectionUVMod5 = null; + MaterialProperty _ProjectionUVMod6 = null; + MaterialProperty _ProjectionUVMod7 = null; + MaterialProperty _ProjectionUVMod8 = null; + MaterialProperty _RedMultiplier = null; + MaterialProperty _GreenMultiplier = null; + MaterialProperty _BlueMultiplier = null; + + //Static Projection + MaterialProperty _ProjectionMaxIntensity = null; + MaterialProperty _XOffset = null; + MaterialProperty _YOffset = null; + MaterialProperty _FeatherOffset = null; + MaterialProperty _ModX = null; + MaterialProperty _ModY = null; + MaterialProperty _Fade = null; + + //Audio Link Stuff + MaterialProperty _EnableAudioLink = null; + MaterialProperty _EnableColorChord = null; + + MaterialProperty _NumBands = null; + + MaterialProperty _Band = null; + + MaterialProperty _Delay = null; + + MaterialProperty _BandMultiplier = null; + + //MaterialProperty _AudioSpectrum = null; + + + + //Interpolation Render Texture + MaterialProperty _SmoothValue = null; + MaterialProperty _MinimumSmoothnessOSC = null; + MaterialProperty _MaximumSmoothnessOSC = null; + + //Strobe RenderTexture + MaterialProperty _MaxStrobeFreq = null; + + //Texture Color Sampling Stuff + MaterialProperty _TextureColorSampleX = null; + MaterialProperty _TextureColorSampleY = null; + MaterialProperty _SamplingTexture = null; + MaterialProperty _EnableColorTextureSample = null; + + + + + //DiscoBall Exclusives + MaterialProperty _Cube = null; + MaterialProperty _RotationSpeed = null; + MaterialProperty _Multiplier = null; + //END Discoball Exclusives + + //Shader Type Identifiers + bool isDiscoBall = false; + bool isMoverLight = false; + bool isStaticLight = false; + bool isProjection = false; + bool isFixture = false; + bool isVolumetric = false; + bool isDMXCompatible = false; + + bool isRTShader = false; + bool isRTStrobe = false; + bool isRTSpin = false; + bool isAudioLink = false; + + + //END Shader Type Identifiers + + //Foldout Bools + static bool showDMXSettings = true; + static bool showGeneralControls = true; + static bool showMoverControls = true; + static bool showFixtureHousingControls = true; + static bool showVolumetricTextureSettings = true; + static bool showVolumetricControls = true; + + static bool showProjectionControls = true; + static bool showProjectionTextureSettings = true; + static bool showAudioLinkControls = true; + + + //END Foldout Bools + + + public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) + { + Material material = materialEditor.target as Material; + Shader shader = material.shader; + + //Establich Type Identifiers + isDiscoBall = shader.name.Contains("Discoball"); + isMoverLight = shader.name.Contains("Mover"); + isStaticLight = shader.name.Contains("Static"); + isProjection = shader.name.Contains("Projection"); + isFixture = shader.name.Contains("Fixture"); + isVolumetric = shader.name.Contains("Volumetric"); + isAudioLink = shader.name.Contains("AudioLink"); + isDMXCompatible = !shader.name.Contains("Non-DMX") && !shader.name.Contains("NonDMX") && !isAudioLink; + isRTShader = shader.name.Contains("RT"); + isRTStrobe = shader.name.Contains("Strobe"); + isRTSpin = shader.name.Contains("Spinner"); + + //END Type Identifiers + + foreach(var property in GetType().GetFields(bindingFlags)) + { + if (property.FieldType == typeof(MaterialProperty)) + { + try{ property.SetValue(this, FindProperty(property.Name, props)); } catch { } + } + } + //BEGIN GUI Stuff + EditorGUI.BeginChangeCheck(); + { + VRSLStyles.DrawLogo(); + VRSLStyles.ShurikenHeaderCentered(VRSLStyles.ver); + VRSLStyles.ShurikenHeaderCentered(GetShaderType()); + VRSLStyles.PartingLine(); + VRSLStyles.DepthPassWarning(); + GUILayout.Space(5); + if(isDiscoBall) + { + DiscoballGUI(materialEditor, props); + return; + + } + if(isMoverLight) + { + if(isMoverLight && isFixture) + { + MoverLightFixtureGUI(materialEditor, props); + return; + } + if(isMoverLight && isVolumetric) + { + MoverLightVolumetricGUI(materialEditor, props); + return; + } + if(isMoverLight && isProjection) + { + MoverLightProjectionGUI(materialEditor,props); + return; + } + } + if(isStaticLight) + { + if(isStaticLight && isFixture) + { + StaticLightFixtureGUI(materialEditor,props); + return; + } + if(isStaticLight && isProjection) + { + StaticLightProjectionGUI(materialEditor,props); + return; + } + } + if(isRTShader) + { + if(isRTStrobe && !isRTSpin) + { + DMXStrobeGUI(materialEditor,props); + return; + } + else if(isRTSpin && !isRTStrobe) + { + DMXSpinnerGUI(materialEditor, props); + return; + } + else + { + DMXInterpolationGUI(materialEditor,props); + return; + } + } + } + //END GUI STuff + + } + + public void AudioLinkGUI(MaterialEditor matEditor, MaterialProperty[] props) + { + if(isAudioLink) + { + showAudioLinkControls = VRSLStyles.ShurikenFoldout("AudioLink Settings", showAudioLinkControls); + if(showAudioLinkControls) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + EditorGUILayout.HelpBox("Here you can find your AudioLink settings. \nThe band muliplier is instanced and controled by Udon", MessageType.Info,true); + matEditor.ShaderProperty(_EnableAudioLink, new GUIContent("Enable Audio Link", "Enables or disables the audio link feature. \nTurn this on to go back to normal Udon mode.")); + //matEditor.TexturePropertySingleLine(new GUIContent("Audio Spectrum", "The AudioLink Audio Spectrum to sample from."),_AudioSpectrum); + matEditor.ShaderProperty(_Band, new GUIContent("Band", "The frequency band to sample from")); + matEditor.ShaderProperty(_NumBands, new GUIContent("Number of Bands", "The number of frequency bands the texture supports.")); + matEditor.ShaderProperty(_Delay, new GUIContent("Delay", "How much delay between each sample")); + matEditor.ShaderProperty(_BandMultiplier, new GUIContent("Band Multiplier", "The frequency band to sample from")); + if(!isDiscoBall) + matEditor.ShaderProperty(_EnableColorChord, new GUIContent("Enable Color Chord", "Enables or disables Color Chord tinting. \nThis will tint the final color of the light after texture tinting.")); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + } + else + { + return; + } + } + + public void StaticLightProjectionGUI(MaterialEditor matEditor, MaterialProperty[] props) + { + AudioLinkGUI(matEditor, props); + //DMX CONTROLS + if(isDMXCompatible) + { + showDMXSettings = VRSLStyles.ShurikenFoldout("DMX Settings", showDMXSettings); + if(showDMXSettings && isDMXCompatible) + { + GUILayout.Space(5); + EditorGUILayout.HelpBox("''Sector'' and ''Enable DMX'' are usually overridden by their corresponding Udon Script. \nAdjust these at your own risk.", MessageType.Info,true); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_EnableOSC, new GUIContent("Enable DMX", "Enables or Disables reading from the DMX Render Textures")); + matEditor.ShaderProperty(_EnableCompatibilityMode, new GUIContent("Enable Compatibility Mode", "Changes the grid from reading the new 208x1080 grid to the old 200x200 grid. \nThis property is not an instanced property.")); + matEditor.ShaderProperty(_EnableVerticalMode, new GUIContent("Enable Vertical Mode", "Switches this material to read from the vertical grid instead of the horizontal when not in legacy mode.")); + matEditor.ShaderProperty(_DMXChannel, new GUIContent("DMX Channel","Chooses the DMX Address to start this fixture at.")); + //matEditor.ShaderProperty(_LegacyGoboRange, new GUIContent("Enable Legacy Gobo Range", "Use Only the first 6 gobos instead of all. This is for legacy content where only 6 gobos were originally supported and the channel range was different.")); + EditorGUI.indentLevel--; + VRSLStyles.PartingLine(); + EditorGUILayout.HelpBox("These are the render texture grids used to read DMX signals from a video panel.", MessageType.None,true); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_UseRawGrid, new GUIContent("Use Seperate Grid for Light Intensity and Color", "Use this to switch to the normal grid for light/color if smooothed is too slow")); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Grid", "The DMX Render Texture to read from for color and intensity. Slightly smoothed."),_OSCGridRenderTextureRAW); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Grid Smoothed", "DMX Render Texture smoothed out by a custom render texture."),_OSCGridRenderTexture); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Strobe Timer", "DMX Grid with strobe timings embedded."),_OSCGridStrobeTimer); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + } + //GENERAL CONTROLS + showGeneralControls = VRSLStyles.ShurikenFoldout("General Controls", showGeneralControls); + if(showGeneralControls) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_GlobalIntensity, new GUIContent("Global Intensity", "Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity.")); + matEditor.ShaderProperty(_FinalIntensity, new GUIContent("Final Intensity", "Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI.")); + matEditor.ShaderProperty(_UniversalIntensity, new GUIContent("Universal Intensity", "Sets the maximum brightness value of both Final and GLobal Intensity. Good for personalized settings of the max brightness of the shader by other users via UI. Is non-instanced.")); + GUILayout.Space(10); + matEditor.ShaderProperty(_Emission, new GUIContent("Light Emission Color", "The color of the light!. Use this to color the emissive part of the material.")); + ColorTextureSamplingGUI(matEditor, props); + + //matEditor.ShaderProperty(_CurveMod, new GUIContent("Light Intensity Curve Modifier", "Curve modifier for light intensity.")); + matEditor.ShaderProperty(_FixtureMaxIntensity, new GUIContent("Lens Max Brightness", "General slider for adjusting the max brightness of the lens")); + // matEditor.ShaderProperty(_FixutreIntensityMultiplier, new GUIContent ("Intensity Multiplier", "Multiplier for the lens brightness. Good for adjusting to increase bloom")); + matEditor.EnableInstancingField(); + matEditor.RenderQueueField(); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + + //PROJECTION CONTROLS + showProjectionControls = VRSLStyles.ShurikenFoldout("Projection Settings", showProjectionControls); + if(showProjectionControls) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.TextureProperty(_ProjectionMainTex, "Projection Texture Atlas"); + matEditor.ShaderProperty(_ProjectionUVMod, new GUIContent("Projection Texture", "The scale of Projection Texture/Gobo 1")); + matEditor.ShaderProperty(_ProjectionRotation, new GUIContent("Static Projection UV Rotation", "Changes the default angle the projected image is at.")); + GUILayout.Space(10); + matEditor.ShaderProperty(_EnableSpin, new GUIContent("Enable Auto Spin", "Enable/Disable the projection's automatic spinning. Usually controlled by Udon.")); + matEditor.ShaderProperty(_SpinSpeed, new GUIContent("Auto Spin Speed", "The speed at which it the projection will spin when auto spin is enabled.")); + matEditor.ShaderProperty(_ProjectionMaxIntensity, new GUIContent("Projection Intensity", "Changes how bright the projection is")); + matEditor.ShaderProperty(_Fade, new GUIContent("Light Range", "Changes the attenuation linearly.")); + matEditor.ShaderProperty(_FeatherOffset, new GUIContent("Attenuation Quadratic", "Changes the quadratic attenuation.")); + matEditor.ShaderProperty(_ProjectionDistanceFallOff, new GUIContent("Attenuation Constant", "How quickly the the projection loses strength the further away it is from the source.")); + + matEditor.ShaderProperty(_ModX, new GUIContent("Projection UV X Stretch", "Stretches the projection texture in the X direction.")); + matEditor.ShaderProperty(_ModY, new GUIContent("Projection UV Y Stretch", "Stretches the projection texture in the Y direciton.")); + matEditor.ShaderProperty(_XOffset, new GUIContent("Projection UV X Offset", "Offsets the projection texture in the X direction.")); + matEditor.ShaderProperty(_YOffset, new GUIContent("Projection UV Y Offset", "Offsets the projection texture in the Y direciton.")); + matEditor.ShaderProperty(_ProjectionRange, new GUIContent("Projection Range", "Changes the length of the projecction mesh itself. The longer it is, the further away the projection will reach before clipping, but also more pixels on the screen the projection will take up. \nIncrease this if you see the edges of the projection clipping too much from being too far away.")); + GUILayout.Space(5); + VRSLStyles.PartingLine(); + GUILayout.Space(5); + EditorGUILayout.HelpBox("''Cone Width'' is usually overridden by their corresponding Udon Script. \nAdjust these at your own risk.", MessageType.Info,true); + matEditor.ShaderProperty(_ConeWidth, new GUIContent("Cone Width", "Changes the radius of the cone to be larger or smaller.")); + GUILayout.Space(5); + EditorGUI.indentLevel--; + GUILayout.Space(5); + GUILayout.Space(5); + VRSLStyles.PartingLine(); + GUILayout.Space(5); + EditorGUI.indentLevel++; + EditorGUILayout.HelpBox("Use these sliders to increase the intensity rate of certain color channels. \nThis allows to for countering the blending bias of the projection towards certain colors. \nExample: Blue enviorments will cancel out red, so increase the red multiplier.",MessageType.None,true); + matEditor.ShaderProperty(_RedMultiplier, new GUIContent("Red Channel Multiplier", "Increases the rate of the red channel.")); + matEditor.ShaderProperty(_GreenMultiplier, new GUIContent("Green Channel Multiplier", "Increases the rate of the green channel.")); + matEditor.ShaderProperty(_BlueMultiplier, new GUIContent("Blue Channel Multiplier", "Increases the rate of the blue channel.")); + GUILayout.Space(5); + EditorGUI.indentLevel--; + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + GUILayout.Space(15); + // EditorGUI.indentLevel++; + + // EditorGUI.indentLevel--; + } + + public void StaticLightFixtureGUI(MaterialEditor matEditor, MaterialProperty[] props) + { + AudioLinkGUI(matEditor, props); + //DMX CONTROLS + if(isDMXCompatible) + { + showDMXSettings = VRSLStyles.ShurikenFoldout("DMX Settings", showDMXSettings); + if(showDMXSettings && isDMXCompatible) + { + GUILayout.Space(5); + EditorGUILayout.HelpBox("''Sector'' and ''Enable DMX'' are usually overridden by their corresponding Udon Script. \nAdjust these at your own risk.", MessageType.Info,true); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_EnableCompatibilityMode, new GUIContent("Enable Compatibility Mode", "Changes the grid from reading the new 208x1080 grid to the old 200x200 grid. \nThis property is not an instanced property.")); + matEditor.ShaderProperty(_EnableVerticalMode, new GUIContent("Enable Vertical Mode", "Switches this material to read from the vertical grid instead of the horizontal when not in legacy mode.")); + matEditor.ShaderProperty(_EnableOSC, new GUIContent("Enable DMX", "Enables or Disables reading from the DMX Render Textures")); + matEditor.ShaderProperty(_DMXChannel, new GUIContent("DMX Channel","Chooses the DMX Address to start this fixture at.")); + EditorGUI.indentLevel--; + VRSLStyles.PartingLine(); + EditorGUILayout.HelpBox("These are the render texture grids used to read DMX signals from a video panel.", MessageType.None,true); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_UseRawGrid, new GUIContent("Use Seperate Grid for Light Intensity and Color", "Use this to switch to the normal grid for light/color if smooothed is too slow")); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Grid", "The DMX Render Texture to read from for color and intensity. Slightly smoothed."),_OSCGridRenderTextureRAW); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Grid Smoothed", "DMX Render Texture smoothed out by a custom render texture."),_OSCGridRenderTexture); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Strobe Timer", "DMX Grid with strobe timings embedded."),_OSCGridStrobeTimer); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + } + //GENERAL CONTROLS + showGeneralControls = VRSLStyles.ShurikenFoldout("General Controls", showGeneralControls); + if(showGeneralControls) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_GlobalIntensity, new GUIContent("Global Intensity", "Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity.")); + matEditor.ShaderProperty(_FinalIntensity, new GUIContent("Final Intensity", "Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI.")); + matEditor.ShaderProperty(_UniversalIntensity, new GUIContent("Universal Intensity", "Sets the maximum brightness value of both Final and GLobal Intensity. Good for personalized settings of the max brightness of the shader by other users via UI. Is non-instanced.")); + matEditor.ShaderProperty(_Emission, new GUIContent("Light Emission Color", "The color of the light!. Use this to color the emissive part of the material.")); + ColorTextureSamplingGUI(matEditor, props); + matEditor.ShaderProperty(_CurveMod, new GUIContent("Light Intensity Curve Modifier", "Curve modifier for light intensity.")); + matEditor.ShaderProperty(_FixtureMaxIntensity, new GUIContent("Lens Max Brightness", "General slider for adjusting the max brightness of the lens")); + matEditor.ShaderProperty(_FixutreIntensityMultiplier, new GUIContent ("Intensity Multiplier", "Multiplier for the lens brightness. Good for adjusting to increase bloom")); + matEditor.EnableInstancingField(); + matEditor.RenderQueueField(); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + + //FIXTURE HOUSING SETTINGS + showFixtureHousingControls = VRSLStyles.ShurikenFoldout("Fixture Housing Settings", showFixtureHousingControls); + if(showFixtureHousingControls) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_Color, new GUIContent("Fixture Housing Color Tint", "The main diffuse color for the fixture housing")); + matEditor.TexturePropertySingleLine(new GUIContent("Fixture Housing Diffuse Map", "The main diffuse texture for the fixture housing."), _MainTex); + matEditor.TextureScaleOffsetProperty(_MainTex); + GUILayout.Space(5); + matEditor.TexturePropertySingleLine(new GUIContent("Fixture Housing Normal Map", "The normal map for the fixture housing."), _NormalMap); + matEditor.TextureScaleOffsetProperty(_NormalMap); + //matEditor.ShaderProperty(_BumpScale, new GUIContent("Normal Map Strength", "The strength of the normal map for the fixture housing.")); + GUILayout.Space(5); + matEditor.TexturePropertySingleLine(new GUIContent("Fixture Housing Emission Mask", "A mask to choose where to set the emission on the fixture."), _EmissionMask); + matEditor.TextureScaleOffsetProperty(_EmissionMask); + matEditor.ShaderProperty(_Metallic, new GUIContent("Fixture Housing Metallic Level", "The metallic level of the fixture housing.")); + matEditor.ShaderProperty(_Glossiness, new GUIContent("Fixture Housing Glossiness Level", "The glossines of the fixture housing.")); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + GUILayout.Space(15); + // matEditor.EnableInstancingField(); + // matEditor.RenderQueueField(); + } + + public void MoverLightProjectionGUI(MaterialEditor matEditor, MaterialProperty[] props) + { + AudioLinkGUI(matEditor, props); + //DMX CONTROLS + if(isDMXCompatible) + { + showDMXSettings = VRSLStyles.ShurikenFoldout("DMX Settings", showDMXSettings); + if(showDMXSettings && isDMXCompatible) + { + GUILayout.Space(5); + EditorGUILayout.HelpBox("''Sector'' and ''Enable DMX'' are usually overridden by their corresponding Udon Script. \nAdjust these at your own risk.", MessageType.Info,true); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_EnableCompatibilityMode, new GUIContent("Enable Compatibility Mode", "Changes the grid from reading the new 208x1080 grid to the old 200x200 grid. \nThis property is not an instanced property.")); + matEditor.ShaderProperty(_EnableVerticalMode, new GUIContent("Enable Vertical Mode", "Switches this material to read from the vertical grid instead of the horizontal when not in legacy mode.")); + matEditor.ShaderProperty(_EnableOSC, new GUIContent("Enable DMX", "Enables or Disables reading from the DMX Render Textures")); + matEditor.ShaderProperty(_DMXChannel, new GUIContent("DMX Channel","Chooses the DMX Address to start this fixture at.")); + EditorGUI.indentLevel--; + VRSLStyles.PartingLine(); + EditorGUILayout.HelpBox("These are the render texture grids used to read DMX signals from a video panel.", MessageType.None,true); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_UseRawGrid, new GUIContent("Use Seperate Grid for Light Intensity and Color", "Use this to switch to the normal grid for light/color if smooothed is too slow")); + matEditor.ShaderProperty(_LegacyGoboRange, new GUIContent("Enable Legacy Gobo Range", "Use Only the first 6 gobos instead of all. This is for legacy content where only 6 gobos were originally supported and the channel range was different.")); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Grid", "The DMX Render Texture to read from for color and intensity. Slightly smoothed."),_OSCGridRenderTextureRAW); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Grid Smoothed", "DMX Render Texture smoothed out heavily by a custom render texture. Used for movement."),_OSCGridRenderTexture); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Strobe Timer", "DMX Grid with strobe timings embedded."),_OSCGridStrobeTimer); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Spin Timer", "DMX Grid with GOBO Spin timings embedded"),_OSCGridSpinTimer); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + } + + + //GENERAL CONTROLS + showGeneralControls = VRSLStyles.ShurikenFoldout("General Controls", showGeneralControls); + if(showGeneralControls) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_GlobalIntensity, new GUIContent("Global Intensity", "Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity.")); + matEditor.ShaderProperty(_FinalIntensity, new GUIContent("Final Intensity", "Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI.")); + matEditor.ShaderProperty(_UniversalIntensity, new GUIContent("Universal Intensity", "Sets the maximum brightness value of both Final and GLobal Intensity. Good for personalized settings of the max brightness of the shader by other users via UI. Is non-instanced.")); + matEditor.ShaderProperty(_FixtureBaseRotationY, new GUIContent("Rotation Y Offset", "Offset the Y Rotation of the fixture.")); + matEditor.ShaderProperty(_FixtureRotationX, new GUIContent("Rotation X Offset", "Offset the X Rotation of the fixture.")); + matEditor.ShaderProperty(_Emission, new GUIContent("Light Emission Color", "The color of the light!. Use this to color the emissive part of the material.")); + ColorTextureSamplingGUI(matEditor, props); + //matEditor.ShaderProperty(_, new GUIContent("Light Emission Color", "The color of the light!. Use this to color the emissive part of the material.")); + //matEditor.ShaderProperty(_FixutreIntensityMultiplier, new GUIContent ("Intensity Multiplier", "Multiplier for the brightness. Good for adjusting to increase bloom")); + matEditor.EnableInstancingField(); + matEditor.RenderQueueField(); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + + showProjectionControls = VRSLStyles.ShurikenFoldout("Projection Controls", showProjectionControls); + if(showProjectionControls) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_ProjectionRotation, new GUIContent("Static Projection UV Rotation", "Changes the default angle the projected image is at.")); + matEditor.ShaderProperty(_EnableSpin, new GUIContent("Enable Auto Spin", "Enable/Disable the projection's automatic spinning. Usually controlled by Udon.")); + + matEditor.ShaderProperty(_SpinSpeed, new GUIContent("Auto Spin Speed", "The speed at which it the projection will spin when auto spin is enabled.")); + matEditor.ShaderProperty(_ProjectionIntensity, new GUIContent("Projection Intensity", "Changes how bright the projection is")); + matEditor.ShaderProperty(_ProjectionFade, new GUIContent("Projection Edge Fade", "Changes how much the edges of the projection are faded away.")); + matEditor.ShaderProperty(_ProjectionFadeCurve, new GUIContent("Projection Edge Fade Harshness", "Changes the rate at which the edges of the projection are faded.")); + matEditor.ShaderProperty(_ProjectionDistanceFallOff, new GUIContent("Projection Distance Fallof Strength", "How quickly the the projection loses strength the further away it is from the source.")); + matEditor.ShaderProperty(_ProjectionRange, new GUIContent("Projection Drawing Range", "Changes the length of the projecction mesh itself. The longer it is, the further away the projection will reach before clipping, but also more pixels on the screen the projection will take up. \nIncrease this if you see the edges of the projection clipping too much from the light being too far away.")); + matEditor.ShaderProperty(_ProjectionRangeOrigin, new GUIContent("Projection Drawing Range Scale Origin", "The place where the projection mesh is being scaled from. Don't change this unless you know what you are doing. ")); + // matEditor.DefaultShaderProperty + matEditor.ShaderProperty(_BlendSrc, new GUIContent("Projection Blend Source", "Projection Transparency Blend Options (Soruce)")); + matEditor.ShaderProperty(_BlendDst, new GUIContent("Projection Blend Destination", "Projection Transparency Blend Options (Destination)")); + matEditor.ShaderProperty(_BlendOp, new GUIContent("Projection Blend Operation", "Projection Transparency Blend Options (Operation)")); + VRSLStyles.PartingLine(); + GUILayout.Space(5); + EditorGUILayout.HelpBox("''Cone Width'' and ''Cone Length'' are usually overridden by their corresponding Udon Script. \nAdjust these at your own risk.", MessageType.Info,true); + matEditor.ShaderProperty(_ConeWidth, new GUIContent("Cone Width", "Changes the radius of the cone to be larger or smaller.")); + matEditor.ShaderProperty(_ConeLength, new GUIContent("Cone Length", "Changes how long the volumetric cone via the texture coordinates.")); + // matEditor.ShaderProperty(_MaxConeLength, new GUIContent("Max Cone Length", "Changes how long the volumetric cone is via the mesh")); + matEditor.ShaderProperty(_ConeSync, new GUIContent("Cone Scale Sync", "Changes the rate at which the cone scales from source to the end of the cone. Highly recommened to use default settings if unsure.")); + GUILayout.Space(5); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + + showProjectionTextureSettings = VRSLStyles.ShurikenFoldout("Projection Texture Settings", showProjectionTextureSettings); + if(showProjectionTextureSettings) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_ProjectionSelection, new GUIContent("Projection Selection", "Use this to change what projection is selected. Usually overridden by Udon")); + EditorGUILayout.HelpBox("This is where you can set the images that the shader projects on to other objects.",MessageType.None,true); + GUILayout.Space(5); + matEditor.TextureProperty(_ProjectionMainTex, "Projection Texture Atlas"); + matEditor.ShaderProperty(_ProjectionUVMod, new GUIContent("Projection Texture/GOBO 1 Scale", "The scale of Projection Texture/Gobo 1")); + // matEditor.TextureProperty(_ProjectionTex2, "Projection Texture/Gobo 2"); + matEditor.ShaderProperty(_ProjectionUVMod2, new GUIContent("Projection Texture/GOBO 2 Scale", "The scale of Projection Texture/Gobo 2")); + //matEditor.TextureProperty(_ProjectionTex3, "Projection Texture/Gobo 3"); + matEditor.ShaderProperty(_ProjectionUVMod3, new GUIContent("Projection Texture/GOBO 3 Scale", "The scale of Projection Texture/Gobo 3")); + //matEditor.TextureProperty(_ProjectionTex4, "Projection Texture/Gobo 4"); + matEditor.ShaderProperty(_ProjectionUVMod4, new GUIContent("Projection Texture/GOBO 4 Scale", "The scale of Projection Texture/Gobo 4")); + //matEditor.TextureProperty(_ProjectionTex5, "Projection Texture/Gobo 5"); + matEditor.ShaderProperty(_ProjectionUVMod5, new GUIContent("Projection Texture/GOBO 5 Scale", "The scale of Projection Texture/Gobo 5")); + //matEditor.TextureProperty(_ProjectionTex6, "Projection Texture/Gobo 6"); + matEditor.ShaderProperty(_ProjectionUVMod6, new GUIContent("Projection Texture/GOBO 6 Scale", "The scale of Projection Texture/Gobo 6")); + matEditor.ShaderProperty(_ProjectionUVMod7, new GUIContent("Projection Texture/GOBO 7 Scale", "The scale of Projection Texture/Gobo 7")); + matEditor.ShaderProperty(_ProjectionUVMod8, new GUIContent("Projection Texture/GOBO 8 Scale", "The scale of Projection Texture/Gobo 8")); + GUILayout.Space(5); + VRSLStyles.PartingLine(); + GUILayout.Space(5); + EditorGUI.indentLevel++; + EditorGUILayout.HelpBox("Use these sliders to increase the intensity rate of certain color channels. \nThis allows to for countering the blending bias of the projection towards certain colors. \nExample: Blue enviorments will cancel out red, so increase the red multiplier.",MessageType.None,true); + matEditor.ShaderProperty(_RedMultiplier, new GUIContent("Red Channel Multiplier", "Increases the rate of the red channel.")); + matEditor.ShaderProperty(_GreenMultiplier, new GUIContent("Green Channel Multiplier", "Increases the rate of the green channel.")); + matEditor.ShaderProperty(_BlueMultiplier, new GUIContent("Blue Channel Multiplier", "Increases the rate of the blue channel.")); + GUILayout.Space(5); + EditorGUI.indentLevel--; + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + + //MOVER CONTROLS + showMoverControls = VRSLStyles.ShurikenFoldout("Movement Settings", showMoverControls); + if(showMoverControls) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_FixtureRotationOrigin, new GUIContent("Fixture Pivot Origin", "Sets the rotation point of the fixture for tilt in object space. Do not change this unless you are trying to make a custom housing.")); + matEditor.ShaderProperty(_MaxMinPanAngle, new GUIContent("Max/Min Pan Angles (Left/Right)", "Sets the Left/Right rotation range of the fixture by ''-Value to Value''")); + matEditor.ShaderProperty(_MaxMinTiltAngle, new GUIContent("Max/Min Tilt Angles (Up/Down)", "Sets the Up/Down rotation range of the fixture by ''-Value to Value''")); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + + GUILayout.Space(15); + // matEditor.EnableInstancingField(); + // matEditor.RenderQueueField(); + } + + public void MoverLightVolumetricGUI(MaterialEditor matEditor, MaterialProperty[] props) + { + AudioLinkGUI(matEditor, props); + //DMX CONTROLS + if(isDMXCompatible) + { + showDMXSettings = VRSLStyles.ShurikenFoldout("DMX Settings", showDMXSettings); + if(showDMXSettings && isDMXCompatible) + { + GUILayout.Space(5); + EditorGUILayout.HelpBox("''Sector'' and ''Enable DMX'' are usually overridden by their corresponding Udon Script. \nAdjust these at your own risk.", MessageType.Info,true); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_EnableCompatibilityMode, new GUIContent("Enable Compatibility Mode", "Changes the grid from reading the new 208x1080 grid to the old 200x200 grid. \nThis property is not an instanced property.")); + matEditor.ShaderProperty(_EnableVerticalMode, new GUIContent("Enable Vertical Mode", "Switches this material to read from the vertical grid instead of the horizontal when not in legacy mode.")); + matEditor.ShaderProperty(_EnableOSC, new GUIContent("Enable DMX", "Enables or Disables reading from the DMX Render Textures")); + matEditor.ShaderProperty(_DMXChannel, new GUIContent("DMX Channel","Chooses the DMX Address to start this fixture at.")); + matEditor.ShaderProperty(_EnableExtraChannels, new GUIContent("Enable Cone Length DMX Controls","Enable this if you want to be able to extend the lenghth of the cone on Channel 2!")); + EditorGUI.indentLevel--; + VRSLStyles.PartingLine(); + EditorGUILayout.HelpBox("These are the render texture grids used to read DMX signals from a video panel.", MessageType.None,true); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_UseRawGrid, new GUIContent("Use Seperate Grid for Light Intensity and Color", "Use this to switch to the normal grid for light/color if smooothed is too slow")); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Grid", "The DMX Render Texture to read from for color and intensity. Slightly smoothed."),_OSCGridRenderTextureRAW); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Grid Smoothed", "DMX Render Texture smoothed out heavily by a custom render texture. Used for movement."),_OSCGridRenderTexture); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Strobe Timer", "DMX Grid with strobe timings embedded."),_OSCGridStrobeTimer); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Spin Timer", "DMX Grid with GOBO Spin timings embedded"),_OSCGridSpinTimer); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + } + + //GENERAL CONTROLS + showGeneralControls = VRSLStyles.ShurikenFoldout("General Controls", showGeneralControls); + if(showGeneralControls) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_GlobalIntensity, new GUIContent("Global Intensity", "Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity.")); + matEditor.ShaderProperty(_FinalIntensity, new GUIContent("Final Intensity", "Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI.")); + matEditor.ShaderProperty(_UniversalIntensity, new GUIContent("Universal Intensity", "Sets the maximum brightness value of both Final and GLobal Intensity. Good for personalized settings of the max brightness of the shader by other users via UI. Is non-instanced.")); + matEditor.ShaderProperty(_Emission, new GUIContent("Light Emission Color", "The color of the light!. Use this to color the emissive part of the material.")); + matEditor.ShaderProperty(_FixtureBaseRotationY, new GUIContent("Rotation Y Offset", "Offset the Y Rotation of the fixture.")); + matEditor.ShaderProperty(_FixtureRotationX, new GUIContent("Rotation X Offset", "Offset the X Rotation of the fixture.")); + ColorTextureSamplingGUI(matEditor, props); + matEditor.ShaderProperty(_Saturation, new GUIContent("Saturation", "Saturation modifier for light color.")); + matEditor.ShaderProperty(_SaturationLength, new GUIContent("Saturation Length", "Har far from the source does the saturation slider affect the shader.")); + matEditor.ShaderProperty(_LensMaxBrightness, new GUIContent("Lens Max Brightness", "General slider for adjusting the max brightness of the lens")); + //matEditor.ShaderProperty(_FixutreIntensityMultiplier, new GUIContent ("Intensity Multiplier", "Multiplier for the brightness. Good for adjusting to increase bloom")); + matEditor.EnableInstancingField(); + matEditor.RenderQueueField(); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + //VOLUMETRIC TEXTURE SETTINGS + showVolumetricTextureSettings = VRSLStyles.ShurikenFoldout("Cone Texture Settings", showVolumetricTextureSettings); + if(showVolumetricTextureSettings) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + GUILayout.Space(5); + //matEditor.TextureScaleOffsetProperty(_LightMainTex); + GUILayout.Space(5); + matEditor.TexturePropertySingleLine(new GUIContent("Noise Texture", "Alpha Noise Texture used for adding variation to the cone."), _NoiseTex); + matEditor.TextureScaleOffsetProperty(_NoiseTex); + matEditor.ShaderProperty(_NoisePower, new GUIContent("Noise Strength", "Controls how much the noise texture affects the cone")); + // matEditor.ShaderProperty(_NoiseSeed, new GUIContent("Noise Randomization", "Adds randomness to the noise for more variation")); + GUILayout.Space(5); + matEditor.TexturePropertySingleLine(new GUIContent("Magic 3D Noise Texture", "A magical texture for generating 3D Perlin Noise at runtime! Code and texture based on https://www.shadertoy.com/view/4sfGzS by iq!"), _LightMainTex); + //if(!isDMXCompatible) + //{ + matEditor.ShaderProperty(_ToggleMagicNoise, new GUIContent("Enable Magic 3D Noise", "Enable Second layer of world space, faux 3D Noise")); + //if(isDMXCompatible) + // { + matEditor.ShaderProperty(_Noise2Stretch, new GUIContent("Outside Magic Noise Scale", "Second Layer of Noise Scale")); + matEditor.ShaderProperty(_Noise2StretchInside, new GUIContent("Inside Magic Noise Scale", "Second Layer of Noise Scale")); + // } + matEditor.ShaderProperty(_Noise2X, new GUIContent("Magic Noise X Scroll", "Second Layer of Noise Scroll X Axis")); + matEditor.ShaderProperty(_Noise2Y, new GUIContent("Magic Noise Y Scroll", "Second Layer of Noise Scroll Y Axis")); + matEditor.ShaderProperty(_Noise2Z, new GUIContent("Magic Noise Z Scroll", "Second Layer of Noise Scroll Y Axis")); + matEditor.ShaderProperty(_Noise2Power, new GUIContent("Magic Noise Strength", "Controls how much the second layer of noise affects the cone")); + //} + GUILayout.Space(5); + matEditor.ShaderProperty(_BlendSrc, new GUIContent("Volumetric Blend Source", "Volumetric Transparency Blend Options (Soruce)")); + matEditor.ShaderProperty(_BlendDst, new GUIContent("Volumetric Blend Destination", "Volumetric Transparency Blend Options (Destination)")); + matEditor.ShaderProperty(_BlendOp, new GUIContent("Volumetric Blend Operation", "Volumetric Transparency Blend Options (Operation)")); + // matEditor.TexturePropertySingleLine(new GUIContent("Inside Cone Normal Map", "Normal map to adjust direction of normals to increase the brightness when looking down cone."), _InsideConeNormalMap); + GUILayout.Space(5); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + //VOLUMETRIC CONE SETTINGS + showVolumetricControls = VRSLStyles.ShurikenFoldout("Volumetric Settings", showVolumetricControls); + if(showVolumetricControls) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + // matEditor.ShaderProperty(_FixtureLensOrigin, new GUIContent("Center Of Fixture Lens (For Blinding Effect)", "This value sets where the brightest spot in the fixture should be. This helps with the blinding effect.")); + matEditor.ShaderProperty(_FixtureMaxIntensity, new GUIContent("Max Cone Intensity", "Maximum light intensity for the volumetric cone.")); + matEditor.ShaderProperty(_FadeStrength, new GUIContent("Edge Fade Amount", "Outer and Inner edge fade strength.")); + matEditor.ShaderProperty(_InnerFadeStrength, new GUIContent("Inner Edge Fade Amount", "Inner edge fade only.")); + matEditor.ShaderProperty(_InnerIntensityCurve, new GUIContent("Inner Edge Fade Intensity Curve", "Inner edge fade intensity curve.")); + matEditor.ShaderProperty(_DistFade, new GUIContent("Distance Fade", "How close the camera needs to be before the cone starts fading away.")); + matEditor.ShaderProperty(_FadeAmt, new GUIContent("Blend Amount", "How much does the cone blend with what's behind it.")); + +// matEditor.ShaderProperty(_IntersectionMod, new GUIContent("Intersection Modification", "The rate at which the volumetric fades away when intersecting with other objects.")); + GUILayout.Space(10); + matEditor.ShaderProperty(_GoboBeamSplitEnable, new GUIContent("Enable Gobo Beam Split", "Enable beam splitting on gobos 2-6 (Global)")); + matEditor.ShaderProperty(_ProjectionSelection, new GUIContent("Projection Selection", "Use this to change what projection is selected. Usually overridden by Udon")); + matEditor.ShaderProperty(_StripeSplit, new GUIContent("Stripe Count GOBO 2", "Number of alpha stripes to appear in the cone.")); + matEditor.ShaderProperty(_StripeSplitStrength, new GUIContent("Stripe Split Strength GOBO 2", "How strong the stripes appear in the cone.")); + // if(!isDMXCompatible) + // { + matEditor.ShaderProperty(_StripeSplit2, new GUIContent("Stripe Count GOBO 3", "Number of alpha stripes to appear in the cone.")); + matEditor.ShaderProperty(_StripeSplitStrength2, new GUIContent("Stripe Split Strength GOBO 3", "How strong the stripes appear in the cone.")); + matEditor.ShaderProperty(_StripeSplit3, new GUIContent("Stripe Count GOBO 4", "Number of alpha stripes to appear in the cone.")); + matEditor.ShaderProperty(_StripeSplitStrength3, new GUIContent("Stripe Split Strength GOBO 4", "How strong the stripes appear in the cone.")); + matEditor.ShaderProperty(_StripeSplit4, new GUIContent("Stripe Count GOBO 5", "Number of alpha stripes to appear in the cone.")); + matEditor.ShaderProperty(_StripeSplitStrength4, new GUIContent("Stripe Split Strength GOBO 5", "How strong the stripes appear in the cone.")); + matEditor.ShaderProperty(_StripeSplit5, new GUIContent("Stripe Count GOBO 6", "Number of alpha stripes to appear in the cone.")); + matEditor.ShaderProperty(_StripeSplitStrength5, new GUIContent("Stripe Split Strength GOBO 6", "How strong the stripes appear in the cone.")); + matEditor.ShaderProperty(_StripeSplit6, new GUIContent("Stripe Count GOBO 7", "Number of alpha stripes to appear in the cone.")); + matEditor.ShaderProperty(_StripeSplitStrength6, new GUIContent("Stripe Split Strength GOBO 7", "How strong the stripes appear in the cone.")); + matEditor.ShaderProperty(_StripeSplit7, new GUIContent("Stripe Count GOBO 8", "Number of alpha stripes to appear in the cone.")); + matEditor.ShaderProperty(_StripeSplitStrength7, new GUIContent("Stripe Split Strength GOBO 8", "How strong the stripes appear in the cone.")); + // } + matEditor.ShaderProperty(_EnableSpin, new GUIContent("Enable Auto Spin", "Enable/Disable the projection's automatic spinning. Usually controlled by Udon.")); + matEditor.ShaderProperty(_SpinSpeed, new GUIContent("Auto Spin Speed", "The speed at which it the projection will spin when auto spin is enabled.")); + GUILayout.Space(5); + VRSLStyles.PartingLine(); + GUILayout.Space(5); + EditorGUILayout.HelpBox("''Cone Width'' and ''Cone Length'' are usually overridden by their corresponding Udon Script. \nAdjust these at your own risk.", MessageType.Info,true); + matEditor.ShaderProperty(_ConeWidth, new GUIContent("Cone Width", "Changes the radius of the cone to be larger or smaller.")); + matEditor.ShaderProperty(_ConeLength, new GUIContent("Cone Length", "Changes how long the volumetric cone is via the texture coordinates")); + matEditor.ShaderProperty(_MaxConeLength, new GUIContent("Max Cone Length", "Changes how long the volumetric cone is via the mesh.")); + matEditor.ShaderProperty(_ConeSync, new GUIContent("Cone Scale Sync", "Changes the rate at which the cone scales from source to the end of the cone. Highly recommened to use default settings if unsure.")); + GUILayout.Space(5); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + //MOVER CONTROLS + showMoverControls = VRSLStyles.ShurikenFoldout("Movement Settings", showMoverControls); + if(showMoverControls) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_FixtureRotationOrigin, new GUIContent("Fixture Pivot Origin", "Sets the rotation point of the fixture for tilt in object space. Do not change this unless you are trying to make a custom housing.")); + matEditor.ShaderProperty(_MaxMinPanAngle, new GUIContent("Max/Min Pan Angles (Left/Right)", "Sets the Left/Right rotation range of the fixture by ''-Value to Value''")); + matEditor.ShaderProperty(_MaxMinTiltAngle, new GUIContent("Max/Min Tilt Angles (Up/Down)", "Sets the Up/Down rotation range of the fixture by ''-Value to Value''")); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + + GUILayout.Space(15); + // matEditor.EnableInstancingField(); + // matEditor.RenderQueueField(); + + } + + public void MoverLightFixtureGUI(MaterialEditor matEditor, MaterialProperty[] props) + { + AudioLinkGUI(matEditor, props); + //DMX CONTROLS + if(isDMXCompatible) + { + showDMXSettings = VRSLStyles.ShurikenFoldout("DMX Settings", showDMXSettings); + if(showDMXSettings && isDMXCompatible) + { + GUILayout.Space(5); + EditorGUILayout.HelpBox("''Sector'' and ''Enable DMX'' are usually overridden by their corresponding Udon Script. \nAdjust these at your own risk.", MessageType.Info,true); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_EnableCompatibilityMode, new GUIContent("Enable Compatibility Mode", "Changes the grid from reading the new 208x1080 grid to the old 200x200 grid. \nThis property is not an instanced property.")); + matEditor.ShaderProperty(_EnableVerticalMode, new GUIContent("Enable Vertical Mode", "Switches this material to read from the vertical grid instead of the horizontal when not in legacy mode.")); + matEditor.ShaderProperty(_EnableOSC, new GUIContent("Enable DMX", "Enables or Disables reading from the DMX Render Textures")); + matEditor.ShaderProperty(_DMXChannel, new GUIContent("DMX Channel","Chooses the DMX Address to start this fixture at.")); + EditorGUI.indentLevel--; + VRSLStyles.PartingLine(); + EditorGUILayout.HelpBox("These are the render texture grids used to read DMX signals from a video panel.", MessageType.None,true); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_UseRawGrid, new GUIContent("Use Seperate Grid for Light Intensity and Color", "Use this to switch to the normal grid for light/color if smooothed is too slow")); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Grid", "The DMX Render Texture to read from for color and intensity. Slightly smoothed."),_OSCGridRenderTextureRAW); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Grid Smoothed", "DMX Render Texture smoothed out by a custom render texture."),_OSCGridRenderTexture); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Strobe Timer", "DMX Grid with strobe timings embedded."),_OSCGridStrobeTimer); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + } + //GENERAL CONTROLS + showGeneralControls = VRSLStyles.ShurikenFoldout("General Controls", showGeneralControls); + if(showGeneralControls) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_GlobalIntensity, new GUIContent("Global Intensity", "Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity.")); + matEditor.ShaderProperty(_FinalIntensity, new GUIContent("Final Intensity", "Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI.")); + matEditor.ShaderProperty(_UniversalIntensity, new GUIContent("Universal Intensity", "Sets the maximum brightness value of both Final and GLobal Intensity. Good for personalized settings of the max brightness of the shader by other users via UI. Is non-instanced.")); + matEditor.ShaderProperty(_Emission, new GUIContent("Light Emission Color", "The color of the light!. Use this to color the emissive part of the material.")); + matEditor.ShaderProperty(_FixtureBaseRotationY, new GUIContent("Rotation Y Offset", "Offset the Y Rotation of the fixture.")); + matEditor.ShaderProperty(_FixtureRotationX, new GUIContent("Rotation X Offset", "Offset the X Rotation of the fixture.")); + ColorTextureSamplingGUI(matEditor, props); + matEditor.ShaderProperty(_Saturation, new GUIContent("Saturation", "Saturation modifier for light color.")); + matEditor.ShaderProperty(_LensMaxBrightness, new GUIContent("Lens Max Brightness", "General slider for adjusting the max brightness of the lens")); + matEditor.ShaderProperty(_FixutreIntensityMultiplier, new GUIContent ("Intensity Multiplier", "Multiplier for the lens brightness. Good for adjusting to increase bloom")); + matEditor.EnableInstancingField(); + matEditor.RenderQueueField(); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + + //MOVER CONTROLS + showMoverControls = VRSLStyles.ShurikenFoldout("Movement Settings", showMoverControls); + if(showMoverControls) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_FixtureRotationOrigin, new GUIContent("Fixture Pivot Origin", "Sets the rotation point of the fixture for tilt in object space. Do not change this unless you are trying to make a custom housing.")); + matEditor.ShaderProperty(_MaxMinPanAngle, new GUIContent("Max/Min Pan Angles (Left/Right)", "Sets the Left/Right rotation range of the fixture by ''-Value to Value''")); + matEditor.ShaderProperty(_MaxMinTiltAngle, new GUIContent("Max/Min Tilt Angles (Up/Down)", "Sets the Up/Down rotation range of the fixture by ''-Value to Value''")); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + + //FIXTURE HOUSING SETTINGS + showFixtureHousingControls = VRSLStyles.ShurikenFoldout("Fixture Housing Settings", showFixtureHousingControls); + if(showFixtureHousingControls) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_LightProbeMethod, new GUIContent("Light Probe Sampling Method", "Choose the light probe sampling method for the fixture housing.")); + matEditor.ShaderProperty(_Color, new GUIContent("Fixture Housing Color Tint", "The main diffuse color for the fixture housing")); + matEditor.TexturePropertySingleLine(new GUIContent("Fixture Housing Diffuse Map", "The main diffuse texture for the fixture housing."), _MainTex); + matEditor.TextureScaleOffsetProperty(_MainTex); + GUILayout.Space(5); + matEditor.TexturePropertySingleLine(new GUIContent("Fixture Housing Normal Map", "The normal map for the fixture housing."), _BumpMap); + matEditor.TextureScaleOffsetProperty(_BumpMap); + matEditor.ShaderProperty(_BumpScale, new GUIContent("Normal Map Strength", "The strength of the normal map for the fixture housing.")); + GUILayout.Space(5); + matEditor.TexturePropertySingleLine(new GUIContent("Fixture Housing Metallic/Gloss Map", "The Metallic/Gloss map for the fixture housing."), _MetallicGlossMap); + matEditor.TextureScaleOffsetProperty(_MetallicGlossMap); + matEditor.ShaderProperty(_Metallic, new GUIContent("Fixture Housing Metallic Level", "The metallic level of the fixture housing.")); + matEditor.ShaderProperty(_Glossiness, new GUIContent("Fixture Housing Glossiness Level", "The glossines of the fixture housing.")); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + GUILayout.Space(15); + // matEditor.EnableInstancingField(); + // matEditor.RenderQueueField(); + } + + public void ColorTextureSamplingGUI(MaterialEditor matEditor, MaterialProperty[] props) + { + if(isDMXCompatible || isRTShader || isDiscoBall) return; + matEditor.ShaderProperty(_EnableColorTextureSample, new GUIContent("Enable Color Texture Sampling", "Check this box if you wish to sample seperate texture for the color. The color will be influenced by the intensity of the original emission color!")); + EditorGUI.indentLevel++; + matEditor.TexturePropertySingleLine(new GUIContent("Color Sampling Texture", "The texture to sample the color from when ''Enable Color Texture Sampling'' is enabled"),_SamplingTexture); + matEditor.ShaderProperty(_TextureColorSampleX, new GUIContent("X UV Coordinate", "The x uv coordinate for where on the texture to sample from (0 to 1).")); + matEditor.ShaderProperty(_TextureColorSampleY, new GUIContent("Y UV Coordinate", "The y uv coordinate for where on the texture to sample from (0 to 1).")); + EditorGUI.indentLevel--; + GUILayout.Space(5); + + } + + + + + public void DiscoballGUI(MaterialEditor matEditor, MaterialProperty[] props) + { + AudioLinkGUI(matEditor, props); + //DMX CONTROLS + if(isDMXCompatible) + { + // if(props[1].floatValue > 0) + showDMXSettings = VRSLStyles.ShurikenFoldout("DMX Settings", showDMXSettings); + if(showDMXSettings && isDMXCompatible) + { + GUILayout.Space(5); + EditorGUILayout.HelpBox("''Sector'' and ''Enable DMX'' are usually overridden by their corresponding Udon Script. \nAdjust these at your own risk.", MessageType.Info,true); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_EnableCompatibilityMode, new GUIContent("Enable Compatibility Mode", "Changes the grid from reading the new 208x1080 grid to the old 200x200 grid. \nThis property is not an instanced property.")); + matEditor.ShaderProperty(_EnableVerticalMode, new GUIContent("Enable Vertical Mode", "Switches this material to read from the vertical grid instead of the horizontal when not in legacy mode.")); + matEditor.ShaderProperty(_EnableOSC, new GUIContent("Enable DMX", "Enables or Disables reading from the DMX Render Textures")); + matEditor.ShaderProperty(_DMXChannel, new GUIContent("DMX Channel","Chooses the DMX Address to start this fixture at.")); + VRSLStyles.PartingLine(); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Grid", "The DMX Render Texture to read from for color and intensity. Slightly smoothed."),_OSCGridRenderTextureRAW); + GUILayout.Space(5); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + } + //GENERAL CONTROLS + showGeneralControls = VRSLStyles.ShurikenFoldout("General Controls", showGeneralControls); + if(showGeneralControls) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_GlobalIntensity, new GUIContent("Global Intensity", "Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity.")); + matEditor.ShaderProperty(_FinalIntensity, new GUIContent("Final Intensity", "Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI.")); + matEditor.ShaderProperty(_UniversalIntensity, new GUIContent("Universal Intensity", "Sets the maximum brightness value of both Final and GLobal Intensity. Good for personalized settings of the max brightness of the shader by other users via UI. Is non-instanced.")); + matEditor.ShaderProperty(_Multiplier, new GUIContent("Intensity Multiplier", "General purpose intensity multiplier.")); + + EditorGUI.indentLevel--; + VRSLStyles.PartingLine(); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_Emission, new GUIContent("Emission Color", "The overall emissive color of the shader. Use this to tint the shader.")); + matEditor.TexturePropertySingleLine(new GUIContent("Discoball Projection Cube Map", "The cube map used to project a 360 degree image from the center of the object onto other objects."), _Cube); + matEditor.TextureScaleOffsetProperty(_Cube); + matEditor.ShaderProperty(_RotationSpeed, new GUIContent("Discoball Rotation Speed", "The speed at which the discoball spins.")); + matEditor.EnableInstancingField(); + matEditor.RenderQueueField(); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + GUILayout.Space(15); + // matEditor.EnableInstancingField(); + // matEditor.RenderQueueField(); + + + } + + public void DMXInterpolationGUI(MaterialEditor matEditor, MaterialProperty[] props) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.ShaderProperty(_EnableLegacyGlobalMovementSpeedChannel, new GUIContent("Enable Legacy Global Movement Speed", "Enables the use of the old Global Movement Speed Channel (DMX Channel 511) instead of having each sector have its own movement speed control. /nThis will always be true when compatibility mode is enabled")); + matEditor.ShaderProperty(_EnableCompatibilityMode, new GUIContent("Enable Compatibility Mode", "Changes the grid from reading the new 208x1080 grid to the old 200x200 grid. \nThis property is not an instanced property.")); + matEditor.ShaderProperty(_EnableOSC, new GUIContent("Enable DMX", "Enables or Disables reading from the DMX Render Textures")); + matEditor.ShaderProperty(_DMXChannel, new GUIContent("Sector","for legacy global movement speed")); + matEditor.TexturePropertySingleLine(new GUIContent("DMX Grid Raw", "The raw DMX Render texture from the camera."),_OSCGridRenderTexture); + matEditor.ShaderProperty(_SmoothValue, new GUIContent("Smoothness Level", "Changes how much interpolated smoothing is applied to the texture. The closer to 0, the more smoothing applied, the closer to 1, the less smoothing applied. \nThis value is usually controlled by a seperate DMX signal to control the movement speed of the movers. ")); + matEditor.ShaderProperty(_MinimumSmoothnessOSC, new GUIContent("Minimum Smoothness Value", "Sets the minimum amount of smoothing applied to the texture by default.")); + matEditor.ShaderProperty(_MaximumSmoothnessOSC, new GUIContent("Maximum Smoothness Value", "Sets the maximum amount of smoothing applied to the texture by default.")); + matEditor.RenderQueueField(); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + public void DMXStrobeGUI(MaterialEditor matEditor, MaterialProperty[] props) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.TexturePropertySingleLine(new GUIContent("DMX Grid Raw", "The raw DMX Render texture from the camera."),_OSCGridRenderTexture); + matEditor.ShaderProperty(_MaxStrobeFreq, new GUIContent("Maximum Strobe Frequency", "The maximum strobing frequency of all fixtures.")); + matEditor.RenderQueueField(); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + + public void DMXSpinnerGUI(MaterialEditor matEditor, MaterialProperty[] props) + { + GUILayout.Space(5); + EditorGUI.indentLevel++; + matEditor.TexturePropertySingleLine(new GUIContent("DMX Grid Raw", "The raw DMX Render texture from the camera."),_OSCGridRenderTexture); + matEditor.RenderQueueField(); + EditorGUI.indentLevel--; + GUILayout.Space(5); + } + + public string GetShaderType() + { + string lightType = ""; + string shaderType = ""; + string dmx = ""; + if(isMoverLight) + { + lightType = "Mover"; + } + if(isStaticLight) + { + lightType = "Static"; + } + if(isProjection) + { + shaderType = "Projection"; + } + if(isVolumetric) + { + shaderType = "Volumetric"; + } + if(isFixture) + { + shaderType = "Fixture"; + } + // if(isStaticLight) + // { + // shaderType = "Static"; + // } + + if(isDMXCompatible && !isAudioLink) + { + dmx = "DMX"; + } + else if (isAudioLink) + { + dmx = "AudioLink"; + } + else + { + dmx = "Non-DMX"; + } + if(isDiscoBall) + { + if(!isAudioLink) + { + lightType = "Discoball"; + shaderType = "Projection"; + return "Shader: " + dmx + " " + lightType; + } + else + { + lightType = "Discoball"; + shaderType = "Projection"; + dmx = "AudioLink"; + return "Shader: " + dmx + " " + lightType; + } + + } + if(isRTShader && isRTStrobe && !isRTSpin) + { + dmx = "DMX"; + lightType = "CRT"; + shaderType = "Strobe Timer"; + } + if(isRTShader && !isRTStrobe && isRTSpin) + { + dmx = "DMX"; + lightType = "CRT"; + shaderType = "Spin Timer"; + } + + if(isRTShader && !isRTStrobe && !isRTSpin) + { + dmx = "DMX"; + lightType = "CRT"; + shaderType = "Signal Interpolation/Smoothing"; + } + return "Shader: " + dmx + " " + lightType + ": " + shaderType; + + } + + + + +} diff --git a/Shaders/Editor/VRSLInspector.cs.meta b/Shaders/Editor/VRSLInspector.cs.meta new file mode 100644 index 0000000..e9c6cda --- /dev/null +++ b/Shaders/Editor/VRSLInspector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c33122ee9ec16de4cae4f14a11ce32eb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Editor/VRSLStyles.cs b/Shaders/Editor/VRSLStyles.cs new file mode 100644 index 0000000..1d03ffb --- /dev/null +++ b/Shaders/Editor/VRSLStyles.cs @@ -0,0 +1,189 @@ +using UnityEngine; +using UnityEditor; + +// help link https://docs.unity3d.com/ScriptReference/EditorStyles.html +// ---DISCLAIMER--- THIS CODE IS BASED OFF OF "SYNQARK"'s ARKTOON-SHADERS AND "XIEXE"'s UNITY-SHADERS. FOR MORE INFORMATION PLEASE REFER TO THE ORIGINAL BASE WRITER "https://github.com/synqark", "https://github.com/synqark/Arktoon-Shaders" or "https://github.com/Xiexe", "https://github.com/Xiexe/Xiexes-Unity-Shaders" + +[InitializeOnLoad] +public class VRSLStyles : MonoBehaviour +{ + public static Texture logo = Resources.Load("VRStageLighting-Logo") as Texture; + + public static string ver = "VR Stage Lighting ver:" + " 1.20"; + + public static void DepthPassWarning() + { + EditorGUILayout.HelpBox("Shader looking weird? \nPlease ensure that the depth texture is enabled by having the included 'Directional Light' prefab somewhere in your scene, located in \nAssets/VRStageLighting/VR-Stage-Lighting/Other", MessageType.Info); + } + + public static void DrawLogo() + { + ///GUILayout.BeginArea(new Rect(0,0, Screen.width, Screen.height)); + // GUILayout.FlexibleSpace(); + //GUI.DrawTexture(pos,logo,ScaleMode.ScaleToFit); + //EditorGUI.DrawPreviewTexture(new Rect(0,0,400,150), logo); + Vector2 contentOffset = new Vector2(0f, -2f); + GUIStyle style = new GUIStyle(EditorStyles.label); + style.fixedHeight = 200; + //style.fixedWidth = 300; + style.contentOffset = contentOffset; + style.alignment = TextAnchor.MiddleCenter; + var rect = GUILayoutUtility.GetRect(300f, 190f, style); + //GUILayout.Label(logo,style, GUILayout.MaxWidth(500), GUILayout.MaxHeight(200)); + GUI.Box(rect, logo,style); + //GUILayout.Label(logo); + // GUILayout.FlexibleSpace(); + //GUILayout.EndArea(); + } + private static Rect DrawShuriken(string title, Vector2 contentOffset, int HeaderHeight) + { + var style = new GUIStyle("ShurikenModuleTitle"); + style.font = new GUIStyle(EditorStyles.boldLabel).font; + style.border = new RectOffset(15, 7, 4, 4); + style.fixedHeight = HeaderHeight; + style.contentOffset = contentOffset; + var rect = GUILayoutUtility.GetRect(16f, HeaderHeight, style); + GUI.Box(rect, title, style); + return rect; + } + + /// indent support + private static Rect DrawShuriken(string title, Vector2 contentOffset, int HeaderHeight, int indent) + { + var style = new GUIStyle("ShurikenModuleTitle"); + style.font = new GUIStyle(EditorStyles.boldLabel).font; + style.border = new RectOffset(15, 7, 4, 4); + style.fixedHeight = HeaderHeight; + style.contentOffset = contentOffset; + var rect = GUILayoutUtility.GetRect(16f, HeaderHeight, style); + rect = new Rect(rect.x + indent, rect.y, rect.width - indent, rect.height); + GUI.Box(rect, title, style); + return rect; + } + + private static Rect DrawShurikenCenteredTitle(string title, Vector2 contentOffset, int HeaderHeight) + { + var style = new GUIStyle("ShurikenModuleTitle"); + style.font = new GUIStyle(EditorStyles.boldLabel).font; + style.border = new RectOffset(15, 7, 4, 4); + style.fixedHeight = HeaderHeight; + style.contentOffset = contentOffset; + style.alignment = TextAnchor.MiddleCenter; + var rect = GUILayoutUtility.GetRect(16f, HeaderHeight, style); + + GUI.Box(rect, title, style); + return rect; + } + + public static bool ShurikenFoldout(string title, bool display) + { + var rect = DrawShuriken(title, new Vector2(20f, -2f), 22); + var e = Event.current; + var toggleRect = new Rect(rect.x + 4f, rect.y + 2f, 13f, 13f); + if (e.type == EventType.Repaint) + { + EditorStyles.foldout.Draw(toggleRect, false, false, display, false); + } + if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition)) + { + display = !display; + e.Use(); + } + return display; + } + //// indent support + public static bool ShurikenFoldout(string title, bool display, int intent) + { + // var indentAmmount = (float)(typeof(EditorGUI).GetField("kIndentPerLevel").GetValue(null));//// reeeee it was private, WHY UNITY? + // Debug.log("blah " + (float)(typeof(EditorGUI).GetField("kIndentPerLevel").GetValue(null)));//// appears to NULL? + const int indentAmmount = 15; + var rect = DrawShuriken(title, new Vector2(20f, -2f), 22, intent * indentAmmount ); + var e = Event.current; + var toggleRect = new Rect(rect.x + 4f , rect.y + 2f, 13f, 13f); //// the arrow + if (e.type == EventType.Repaint) + { + EditorStyles.foldout.Draw(toggleRect, false, false, display, false); + } + if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition)) + { + display = !display; + e.Use(); + } + return display; + } + //parting line text + private static Rect DrawShurikenPartingLineText(string title, Vector2 contentOffset, int HeaderHeight) + { + var style = new GUIStyle("ShurikenModuleTitle"); + style.font = new GUIStyle(EditorStyles.boldLabel).font; + style.border = new RectOffset(15, 7, 4, 4); + style.fixedHeight = HeaderHeight; + style.contentOffset = contentOffset; + style.alignment = TextAnchor.MiddleCenter; + var rect = GUILayoutUtility.GetRect(16f, HeaderHeight, style); + + GUI.Box(rect, title, style); + return rect; + } + //end of parting line text + + //parting lines + static public void PartingLine() + { + GUILayout.Space(5); + GUILine(new Color(0.5f, 0.5f, 0.5f), 1.5f); + GUILayout.Space(5); + } + + static public void GUILine(float height = 0f) + { + GUILine(Color.black, height); + } + + static public void GUILine(Color color, float height = 0f) + { + Rect position = GUILayoutUtility.GetRect(0f, float.MaxValue, height, height, LineStyle); + + if (Event.current.type == EventType.Repaint) + { + Color orgColor = GUI.color; + GUI.color = orgColor * color; + LineStyle.Draw(position, false, false, false, false); + GUI.color = orgColor; + } + } + + static public GUIStyle _LineStyle; + static public GUIStyle LineStyle + { + get + { + if (_LineStyle == null) + { + _LineStyle = new GUIStyle(); + _LineStyle.normal.background = EditorGUIUtility.whiteTexture; + _LineStyle.stretchWidth = true; + } + + return _LineStyle; + } + } + public static void ShurikenHeader(string title) + { + DrawShuriken(title, new Vector2(6f, -2f), 22); + } + + public static void ShurikenHeaderCentered(string title) + { + DrawShurikenCenteredTitle(title, new Vector2(0f, -2f), 22); + } + + public static void DrawShurikenPartingLineText(string title) + { + DrawShurikenPartingLineText(title, new Vector2(6f, -2f), 22); + } + + + + +} diff --git a/Shaders/Editor/VRSLStyles.cs.meta b/Shaders/Editor/VRSLStyles.cs.meta new file mode 100644 index 0000000..0859c3e --- /dev/null +++ b/Shaders/Editor/VRSLStyles.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 42cf4a71f7bc6a146a30c7f18ee9d175 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Misc.meta b/Shaders/Misc.meta new file mode 100644 index 0000000..3544c53 --- /dev/null +++ b/Shaders/Misc.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: edc8d80cf65b3704eb9d95d34770f671 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Misc/TargetFollower.asset b/Shaders/Misc/TargetFollower.asset new file mode 100644 index 0000000..2846ab6 --- /dev/null +++ b/Shaders/Misc/TargetFollower.asset @@ -0,0 +1,125 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: c333ccfdd0cbdbc4ca30cef2dd6e6b9b, type: 3} + m_Name: TargetFollower + m_EditorClassIdentifier: + serializedUdonProgramAsset: {fileID: 11400000, guid: b24cf664d0e36a64a8f5b02845955f6f, + type: 2} + udonAssembly: + assemblyError: + sourceCsScript: {fileID: 11500000, guid: d200e77a4564e2741a5ecf1d4adef497, type: 3} + behaviourSyncMode: 0 + behaviourIDHeapVarName: __refl_const_intnl_udonTypeID + compileErrors: [] + hasInteractEvent: 0 + serializationData: + SerializedFormat: 2 + SerializedBytes: + ReferencedUnityObjects: [] + SerializedBytesString: + Prefab: {fileID: 0} + PrefabModificationsReferencedUnityObjects: [] + PrefabModifications: [] + SerializationNodes: + - Name: fieldDefinitions + Entry: 7 + Data: 0|System.Collections.Generic.Dictionary`2[[System.String, mscorlib],[UdonSharp.Compiler.FieldDefinition, + UdonSharp.Editor]], mscorlib + - Name: comparer + Entry: 7 + Data: 1|System.Collections.Generic.GenericEqualityComparer`1[[System.String, + mscorlib]], mscorlib + - Name: + Entry: 8 + Data: + - Name: + Entry: 12 + Data: 1 + - Name: + Entry: 7 + Data: + - Name: $k + Entry: 1 + Data: followOwner + - Name: $v + Entry: 7 + Data: 2|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor + - Name: fieldSymbol + Entry: 7 + Data: 3|UdonSharp.Compiler.SymbolDefinition, UdonSharp.Editor + - Name: internalType + Entry: 7 + Data: 4|System.RuntimeType, mscorlib + - Name: + Entry: 1 + Data: System.Boolean, mscorlib + - Name: + Entry: 8 + Data: + - Name: declarationType + Entry: 3 + Data: 1 + - Name: syncMode + Entry: 3 + Data: 0 + - Name: symbolResolvedTypeName + Entry: 1 + Data: SystemBoolean + - Name: symbolOriginalName + Entry: 1 + Data: followOwner + - Name: symbolUniqueName + Entry: 1 + Data: followOwner + - Name: symbolDefaultValue + Entry: 6 + Data: + - Name: + Entry: 8 + Data: + - Name: fieldAttributes + Entry: 7 + Data: 5|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib + - Name: + Entry: 12 + Data: 1 + - Name: + Entry: 7 + Data: 6|UnityEngine.TooltipAttribute, UnityEngine.CoreModule + - Name: tooltip + Entry: 1 + Data: Enable this to follow whoever owns this object. 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b/Shaders/Misc/VRSL_LocalUIControlPanel.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2ea4575b129bc9244aeffdbba97c8882 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Misc/VRSL_LocalUIControlPanel.cs b/Shaders/Misc/VRSL_LocalUIControlPanel.cs new file mode 100644 index 0000000..d85ee27 --- /dev/null +++ b/Shaders/Misc/VRSL_LocalUIControlPanel.cs @@ -0,0 +1,205 @@ + +using UdonSharp; +using UnityEngine; +using VRC.SDKBase; +using VRC.Udon; + +[UdonBehaviourSyncMode(BehaviourSyncMode.None)] + +public class VRSL_LocalUIControlPanel : UdonSharpBehaviour +{ + [Header("Materials")] + public Material[] fixtureMaterials; + public Material[] volumetricMaterials; + public Material[] projectionMaterials; + public Material[] discoBallMaterials; + public Material[] laserMaterials; + [Space(5)] + + [Header("Post Processing Animators")] + public Animator bloomAnimator; + + [Space(5)] + [Header("UI Sliders")] + public UnityEngine.UI.Slider masterSlider; + public UnityEngine.UI.Slider fixtureSlider; + public UnityEngine.UI.Slider volumetricSlider; + public UnityEngine.UI.Slider projectionSlider; + public UnityEngine.UI.Slider discoBallSlider; + public UnityEngine.UI.Slider laserSlider; + public UnityEngine.UI.Slider bloomSlider; + public UnityEngine.UI.Text masterSliderText, fixtureSliderText, volumetricSliderText, projectionSliderText, discoBallSliderText, laserSliderText, bloomSliderText; + public float fixtureIntensityMax = 1.0f, volumetricIntensityMax = 1.0f, projectionIntensityMax = 1.0f, discoballIntensityMax = 1.0f, laserIntensityMax = 1.0f; + + public bool isUsingDMX = true; + public bool isUsingAudioLink = true; + [Space(10)] + [Header("0 = Horizontal Mode 1 = Vertical Mode 2 = Legacy Mode")] + + [Range(0 ,2)] + public int DMXMode; + + const int HORIZONTAL_MODE = 0; + const int VERTICAL_MODE = 1; + const int LEGACY_MODE = 2; + [Space(20)] + public CustomRenderTexture[] DMX_CRTS_Horizontal; + public CustomRenderTexture[] DMX_CRTS_Vertical; + public CustomRenderTexture[] DMX_CRTS_Legacy; + public CustomRenderTexture[] AudioLink_CRTs; + + [HideInInspector] + public int fixtureGizmos; + + [HideInInspector] + public float panRangeTarget = 180f; + [HideInInspector] + public float tiltRangeTarget = -180f; + + [HideInInspector] + public bool useLegacyStaticLights = false; + + + void Start() + { + _SetFinalIntensity(); + _SetFixtureIntensity(); + _SetVolumetricIntensity(); + _SetProjectionIntensity(); + _SetDiscoBallIntensity(); + _SetBloomIntensity(); + _CheckDMX(); + _CheckAudioLink(); + } + + void EnableCRTS(CustomRenderTexture[] rtArray) + { + foreach(CustomRenderTexture rt in rtArray) + { + rt.updateMode = CustomRenderTextureUpdateMode.Realtime; + } + } + void DisableCRTS(CustomRenderTexture[] rtArray) + { + foreach(CustomRenderTexture rt in rtArray) + { + rt.updateMode = CustomRenderTextureUpdateMode.OnDemand; + } + } + public void _CheckDMX() + { + if(isUsingDMX) + { + switch(DMXMode) + { + case HORIZONTAL_MODE: + EnableCRTS(DMX_CRTS_Horizontal); + DisableCRTS(DMX_CRTS_Vertical); + DisableCRTS(DMX_CRTS_Legacy); + break; + case VERTICAL_MODE: + DisableCRTS(DMX_CRTS_Horizontal); + EnableCRTS(DMX_CRTS_Vertical); + DisableCRTS(DMX_CRTS_Legacy); + break; + case LEGACY_MODE: + DisableCRTS(DMX_CRTS_Horizontal); + DisableCRTS(DMX_CRTS_Vertical); + EnableCRTS(DMX_CRTS_Legacy); + break; + default: + DisableCRTS(DMX_CRTS_Horizontal); + DisableCRTS(DMX_CRTS_Vertical); + DisableCRTS(DMX_CRTS_Legacy); + break; + } + } + else + { + DisableCRTS(DMX_CRTS_Horizontal); + DisableCRTS(DMX_CRTS_Vertical); + DisableCRTS(DMX_CRTS_Legacy); + } + } + + + public void _CheckAudioLink() + { + if(isUsingAudioLink) + { + EnableCRTS(AudioLink_CRTs); + } + else + { + DisableCRTS(AudioLink_CRTs); + } + } + + public void _SetFinalIntensity() + { + fixtureIntensityMax = masterSlider.value; + volumetricIntensityMax = masterSlider.value; + projectionIntensityMax = masterSlider.value; + discoballIntensityMax = masterSlider.value; + laserIntensityMax = masterSlider.value; + _SetFixtureIntensity(); + _SetVolumetricIntensity(); + _SetProjectionIntensity(); + _SetDiscoBallIntensity(); + _SetLaserIntensity(); + masterSliderText.text = Mathf.Round(masterSlider.value * 100.0f).ToString(); + } + + public void _SetFixtureIntensity() + { + foreach(Material mat in fixtureMaterials) + { + mat.SetFloat("_UniversalIntensity", Mathf.Lerp(0.0f, fixtureIntensityMax, fixtureSlider.value)); + } + fixtureSliderText.text = Mathf.Round(fixtureSlider.value * 100.0f).ToString(); + } + + public void _SetVolumetricIntensity() + { + foreach(Material mat in volumetricMaterials) + { + mat.SetFloat("_UniversalIntensity", Mathf.Lerp(0.0f, volumetricIntensityMax, volumetricSlider.value)); + } + volumetricSliderText.text = Mathf.Round(volumetricSlider.value * 100.0f).ToString(); + } + + public void _SetProjectionIntensity() + { + foreach(Material mat in projectionMaterials) + { + mat.SetFloat("_UniversalIntensity", Mathf.Lerp(0.0f, projectionIntensityMax, projectionSlider.value)); + } + projectionSliderText.text = Mathf.Round(projectionSlider.value * 100.0f).ToString(); + } + + public void _SetDiscoBallIntensity() + { + foreach(Material mat in discoBallMaterials) + { + mat.SetFloat("_UniversalIntensity", Mathf.Lerp(0.0f, discoballIntensityMax, discoBallSlider.value)); + } + discoBallSliderText.text = Mathf.Round(discoBallSlider.value * 100.0f).ToString(); + } + + public void _SetLaserIntensity() + { + foreach(Material mat in laserMaterials) + { + mat.SetFloat("_UniversalIntensity", Mathf.Lerp(0.0f, laserIntensityMax, laserSlider.value)); + } + laserSliderText.text = Mathf.Round(laserSlider.value * 100.0f).ToString(); + } + public void _SetBloomIntensity() + { + if(bloomAnimator != null) + { + bloomAnimator.SetFloat("BloomIntensity", bloomSlider.value); + bloomSliderText.text = Mathf.Round(bloomSlider.value * 100.0f).ToString(); + } + } +} diff --git a/Shaders/Misc/VRSL_LocalUIControlPanel.cs.meta b/Shaders/Misc/VRSL_LocalUIControlPanel.cs.meta new file mode 100644 index 0000000..bee9777 --- /dev/null +++ b/Shaders/Misc/VRSL_LocalUIControlPanel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3a6f7af16d40b384185acaf77b926698 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/MovingLights.meta b/Shaders/MovingLights.meta new file mode 100644 index 0000000..0e343cc --- /dev/null +++ b/Shaders/MovingLights.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8f4b2d7c206b48645a355b706d574734 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/MovingLights/Bar Mover.meta b/Shaders/MovingLights/Bar Mover.meta new file mode 100644 index 0000000..494fa48 --- /dev/null +++ b/Shaders/MovingLights/Bar Mover.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5437e8ec6d4a6b144bff38394b3c7c95 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/MovingLights/Bar Mover/VRSL-BarMover-FixtureMesh.shader b/Shaders/MovingLights/Bar Mover/VRSL-BarMover-FixtureMesh.shader new file mode 100644 index 0000000..808bb25 --- /dev/null +++ b/Shaders/MovingLights/Bar Mover/VRSL-BarMover-FixtureMesh.shader @@ -0,0 +1,206 @@ +Shader "VRSL/Bar Mover/Fixture" +{ + Properties + { + _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Albedo (RGB)", 2D) = "white" {} + _MetallicMap("Metallic Map", 2D) = "black" {} + _EmissionMask("Emission Mask", 2D) = "black" {} + _BumpMap ("Bumpmap", 2D) = "bump" {} + [HideInInspector]_DMXChannel ("Starting Channel", Int) = 0 + [HideInInspector][Toggle] _PanInvert ("Invert Mover Pan", Int) = 0 + + //[HideInInspector]_FinalStrobeFreq ("Final Strobe Frequency", Float) = 0 + //[HideInInspector]_NewTimer("New Timer From Udon For Strobe", Float) = 0 + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [Toggle] _LegacyGoboRange ("Enable Legacy GOBO Range", Int) = 0 + _FixtureRotationX("Mover Tilt Offset (Blue)", Range(-94,4)) = 0 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + [HDR] _Emission1("Light Color Tint 1", Color) = (1,1,1,1) + _EStart1("Start Range For Color 1", Range(0,1)) = 0 + [HDR]_Emission2("Light Color Tint 2", Color) = (1,1,1,1) + _EStart2("Start Range For Color 2", Range(0,1)) = 0 + [HDR]_Emission3("Light Color Tint 3", Color) = (1,1,1,1) + _EStart3("Start Range For Color 3", Range(0,1)) = 0 + [HDR]_Emission4("Light Color Tint 4", Color) = (1,1,1,1) + _EStart4("Start Range For Color 4", Range(0,1)) = 0 + [HDR] _Emission5("Light Color Tint 5", Color) = (1,1,1,1) + _EStart5("Start Range For Color 5", Range(0,1)) = 0 + [HDR] _Emission6("Light Color Tint 6", Color) = (1,1,1,1) + _EStart6("Start Range For Color 6", Range(0,1)) = 0 + [HDR] _Emission7("Light Color Tint 7", Color) = (1,1,1,1) + _EStart7("Start Range For Color 7", Range(0,1)) = 0 + [HDR] _Emission8("Light Color Tint 8", Color) = (1,1,1,1) + _EStart8("Start Range For Color 8", Range(0,1)) = 0 + [HDR] _Emission9("Light Color Tint 9", Color) = (1,1,1,1) + _EStart9("Start Range For Color 9", Range(0,1)) = 0 + [HDR] _Emission10("Light Color Tint 10", Color) = (1,1,1,1) + _Offset("Mix Amount Between Colors", Range(0,0.1)) = 0.01 + _LensMaxBrightness("Lens Max Brightness", Range(0.01, 20)) = 5 + _FixutreIntensityMultiplier ("Intensity Multipler (For Bloom Scaling)", Range(0,500)) = 1 + _FixtureRotationOrigin("Fixture Pivot Origin", Float) = (0, 0.014709, -1.02868, 0) + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity And Color", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + _MaxMinPanAngle("Max/Min Pan Angle (-x, x)", Float) = 180 + _MaxMinTiltAngle("Max/Min Tilt Angle (-y, y)", Float) = 180 + _FixtureMaxIntensity ("Maximum Cone Intensity",Range (0,0.5)) = 0.5 + } + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 200 + + CGPROGRAM + // Physically based Standard lighting model, and enable shadows on all light types + #pragma surface surf Standard fullforwardshadows vertex:vert + + // Use shader model 3.0 target, to get nicer looking lighting + #pragma target 3.0 + + sampler2D _MainTex, _MetallicMap, _BumpMap, _EmissionMask; + sampler2D _OSCGridRenderTexture, _OSCGridRenderTextureRAW, _OSCGridStrobeTimer; + uniform float4 _OSCGridRenderTextureRAW_TexelSize; + float4 _FixtureRotationOrigin; + float _FixtureMaxIntensity, _FixutreIntensityMultiplier; + float _MaxMinPanAngle; + float _MaxMinTiltAngle; + uint _EnableCompatibilityMode, _EnableVerticalMode; + + struct Input + { + float2 uv_MainTex; + float2 uv_BumpMap; + float2 uv_MetallicMap; + float2 uv_EmissionMask; + }; + fixed4 _Color; + float4 _Emission1, _Emission2, _Emission3, _Emission4, _Emission5, + _Emission6, _Emission7, _Emission8, _Emission9, _Emission10; + half _EStart1, _EStart2, _EStart3, _EStart4, _EStart5, _EStart6, _EStart7, _EStart8, _EStart9, _Offset; + + // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + UNITY_DEFINE_INSTANCED_PROP(uint, _DMXChannel) + UNITY_DEFINE_INSTANCED_PROP(uint, _PanInvert) + UNITY_DEFINE_INSTANCED_PROP(uint, _TiltInvert) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableOSC) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableStrobe) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableSpin) + UNITY_DEFINE_INSTANCED_PROP(float, _StrobeFreq) + UNITY_DEFINE_INSTANCED_PROP(float, _FixtureRotationX) + UNITY_DEFINE_INSTANCED_PROP(float, _FixtureBaseRotationY) + UNITY_DEFINE_INSTANCED_PROP(uint, _ProjectionSelection) + UNITY_DEFINE_INSTANCED_PROP(float4, _Emission) + UNITY_DEFINE_INSTANCED_PROP(float, _ConeWidth) + UNITY_DEFINE_INSTANCED_PROP(float, _ConeLength) + UNITY_DEFINE_INSTANCED_PROP(float, _GlobalIntensity) + UNITY_DEFINE_INSTANCED_PROP(float, _FinalIntensity) + UNITY_DEFINE_INSTANCED_PROP(float, _MaxConeLength) + UNITY_DEFINE_INSTANCED_PROP(uint, _LegacyGoboRange) + UNITY_INSTANCING_BUFFER_END(Props) + #include "../../Shared/VRSL-DMXFunctions.cginc" + + float4 calculateRotations(appdata_full v, float4 input, int normalsCheck, float pan, float tilt) + { + + //LOCALROTY IS NEW ROTATION + //CALCULATE FIXTURE ROTATION. WOO FUN MATH. THIS IS FOR TILT. + //set new origin to do transform + float c, s; + float3 newOrigin = input.w * _FixtureRotationOrigin.xyz; + //if input.w is 1 (vertex), origin changes + //if input.w is 0 (normal/tangent), origin doesn't change + + //subtract new origin from original origin for blue vertexes + input.xyz = v.color.b == 1.0 ? input.xyz - newOrigin : input.xyz; + //DO ROTATION + + //#if defined(PROJECTION_YES) + //buffer[3] = GetTiltValue(sector); + //#endif + float angleX = radians(getOffsetX() + tilt); + sincos(angleX, s, c); + float3x3 rotateXMatrix = float3x3(1, 0, 0, + 0, c, -s, + 0, s, c); + + //float4 fixtureVertexPos = input; + //INVERSION CHECK + rotateXMatrix = checkTiltInvertZ() == 1 ? transpose(rotateXMatrix) : rotateXMatrix; + + //float4 localRotX = mul(rotateXMatrix, fixtureVertexPos); + //LOCALROTX IS NEW ROTATION + + //COMBINED ROTATION FOR FIXTURE + + //float3x3 rotateXYMatrix = mul(rotateYMatrix, rotateXMatrix); + float3 localRotXY = mul(rotateXMatrix, input.xyz); + //LOCALROTXY IS COMBINED ROTATION + + //Apply fixture rotation ONLY to those with blue vertex colors + + //apply LocalRotXY rotation then add back old origin + input.xyz = v.color.b == 1.0 ? localRotXY : input.xyz; + input.xyz = v.color.b == 1.0 ? input.xyz + newOrigin : input.xyz; + + //appy LocalRotY rotation to lightfixture base; + //input.xyz = v.color.g == 1.0 ? localRotY : input.xyz; + + return input; + } + + float4 testEmission(float2 uv) + { + float4 black = float4(0,0,0,0); + float offset = _Offset; + float4 result = lerp(_Emission1, _Emission2, smoothstep(_EStart1,_EStart1 + offset , uv.x)); + result = lerp(result, _Emission3, smoothstep(_EStart2,_EStart2 + offset ,uv.x)); + result = lerp(result, _Emission4, smoothstep(_EStart3,_EStart3 + offset ,uv.x)); + result = lerp(result, _Emission5, smoothstep(_EStart4,_EStart4 + offset ,uv.x)); + result = lerp(result, _Emission6, smoothstep(_EStart5,_EStart5 + offset ,uv.x)); + result = lerp(result, _Emission7, smoothstep(_EStart6,_EStart6 + offset ,uv.x)); + result = lerp(result, _Emission8, smoothstep(_EStart7,_EStart7 + offset ,uv.x)); + result = lerp(result, _Emission9, smoothstep(_EStart8,_EStart8 + offset ,uv.x)); + result = lerp(result, _Emission10, smoothstep(_EStart9,_EStart9 + offset,uv.x)); + // result = lerp(result, _Emission9, smoothstep(_EStart8,_EStart9 ,uv.x)); + // result = lerp(result, _Emission10, smoothstep(_EStart9, 1.0 ,uv.x)); + return result; + } + + void vert (inout appdata_full v) + { + //v.vertex.xyz += v.normal * _Amount; + v.vertex = calculateRotations(v, v.vertex, 0, 0.0, getOffsetX()); + float4 newNormals = float4(v.normal.x, v.normal.y, v.normal.z, 0); + newNormals = calculateRotations(v, newNormals, 1, 0.0, getOffsetX()); + v.normal = newNormals.xyz; + } + + void surf (Input IN, inout SurfaceOutputStandard o) + { + // Albedo comes from a texture tinted by color + float4 mask = tex2D (_EmissionMask, IN.uv_EmissionMask).r; + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color *(1 - mask); + o.Albedo = c.rgb; + o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); + + // Metallic and smoothness come from slider variables + o.Metallic = tex2D (_MetallicMap, IN.uv_MetallicMap).r * (1 - mask); + o.Smoothness = tex2D (_MetallicMap, IN.uv_MetallicMap).a * (1 - mask); + o.Emission = mask * testEmission(IN.uv_EmissionMask) * _FixutreIntensityMultiplier; + o.Alpha = c.a; + } + ENDCG + } + //FallBack "Diffuse" +} diff --git a/Shaders/MovingLights/Bar Mover/VRSL-BarMover-FixtureMesh.shader.meta b/Shaders/MovingLights/Bar Mover/VRSL-BarMover-FixtureMesh.shader.meta new file mode 100644 index 0000000..1d49356 --- /dev/null +++ b/Shaders/MovingLights/Bar Mover/VRSL-BarMover-FixtureMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4aa1547f825cbd645a537d6190736fca +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/MovingLights/Bar Mover/VRSL-BarMover-VolumetricMesh.shader b/Shaders/MovingLights/Bar Mover/VRSL-BarMover-VolumetricMesh.shader new file mode 100644 index 0000000..bae4fe2 --- /dev/null +++ b/Shaders/MovingLights/Bar Mover/VRSL-BarMover-VolumetricMesh.shader @@ -0,0 +1,402 @@ +Shader "VRSL/Bar Mover/Volumetric" +{ + Properties + { + _MainTex ("Mask Texture", 2D) = "white" {} + _gRayTex ("Mask 2 Texture", 2D) = "white" {} + _RayTexture ("God Ray Texture", 2D) = "white" {} + [HideInInspector]_DMXChannel ("Starting Channel", Int) = 0 + [HideInInspector][Toggle] _PanInvert ("Invert Mover Pan", Int) = 0 + + //[HideInInspector]_FinalStrobeFreq ("Final Strobe Frequency", Float) = 0 + //[HideInInspector]_NewTimer("New Timer From Udon For Strobe", Float) = 0 + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [Toggle] _LegacyGoboRange ("Enable Legacy GOBO Range", Int) = 0 + _FixtureRotationX("Mover Tilt Offset (Blue)", Range(-94,4)) = 0 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + [Space(20)] + [HDR] _Emission1("Light Color Tint 1", Color) = (1,1,1,1) + _EStart1("Start Range For Color 1", Range(0,1)) = 0 + [HDR]_Emission2("Light Color Tint 2", Color) = (1,1,1,1) + _EStart2("Start Range For Color 2", Range(0,1)) = 0 + [HDR]_Emission3("Light Color Tint 3", Color) = (1,1,1,1) + _EStart3("Start Range For Color 3", Range(0,1)) = 0 + [HDR]_Emission4("Light Color Tint 4", Color) = (1,1,1,1) + _EStart4("Start Range For Color 4", Range(0,1)) = 0 + [HDR] _Emission5("Light Color Tint 5", Color) = (1,1,1,1) + _EStart5("Start Range For Color 5", Range(0,1)) = 0 + [HDR] _Emission6("Light Color Tint 6", Color) = (1,1,1,1) + _EStart6("Start Range For Color 6", Range(0,1)) = 0 + [HDR] _Emission7("Light Color Tint 7", Color) = (1,1,1,1) + _EStart7("Start Range For Color 7", Range(0,1)) = 0 + [HDR] _Emission8("Light Color Tint 8", Color) = (1,1,1,1) + _EStart8("Start Range For Color 8", Range(0,1)) = 0 + [HDR] _Emission9("Light Color Tint 9", Color) = (1,1,1,1) + _EStart9("Start Range For Color 9", Range(0,1)) = 0 + [HDR] _Emission10("Light Color Tint 10", Color) = (1,1,1,1) + _Offset("Mix Amount Between Colors", Range(0,0.1)) = 0.01 + + [Space(20)] + _LensMaxBrightness("Lens Max Brightness", Range(0.01, 20)) = 5 + _FixutreIntensityMultiplier ("Intensity Multipler (For Bloom Scaling)", Range(0,500)) = 1 + _FixtureRotationOrigin("Fixture Pivot Origin", Float) = (0, 0.014709, -1.02868, 0) + _FixtureLensCenter("Fixture Lens Center", Float) = (-0.001864, 0.258346, -0.159662, 0) + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity And Color", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + _MaxMinPanAngle("Max/Min Pan Angle (-x, x)", Float) = 180 + _MaxMinTiltAngle("Max/Min Tilt Angle (-y, y)", Float) = 180 + _FixtureMaxIntensity ("Maximum Cone Intensity",Range (0,0.5)) = 0.5 + _InnerIntensityCurve("Inner Intensity Curve", Range(0.00001,5)) = 2.25 + _CamAngleFadeStrength("Camera Angle Fade Strength", Range(0.00001,1)) = 0.1 + _FadeStrength("Edge Fade", Range(0.00001,10)) = 1 + _InnerFadeStrength("Inner Fade Strength", Range(0.00001,10)) = 0 + _IntersectionFadeStrength("Intersection Fade Length", Range(0.00001, 10)) = 1 + _EdgeFadeCurve("Edge Fade Length", Range(0.00001, 0.1)) = 1 + _VolumectricCornerOutside("Volumetric Corner Outside", Range(0.0, 1)) = 1 + _VolumectricCornerInside("Volumetric Corner Inside", Range(0.0, 1)) = 1 + } + SubShader + { + Tags{ "Queue" = "Transparent+2" "IgnoreProjector"="True" "RenderType" = "Transparent" } + Blend One One + Cull Off + ZWrite Off + Lighting Off + Tags{ "LightMode" = "Always" } + Stencil + { + Ref 148 + Comp NotEqual + Pass Keep + } + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + // make fog work + #pragma multi_compile_fog + #pragma multi_compile_instancing + + #include "UnityCG.cginc" + + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float2 uv2 : TEXCOORD1; + float4 color : COLOR; + float3 normal : NORMAL; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + centroid float2 uv : TEXCOORD0; + centroid float2 uv2 : TEXCOORD1; + UNITY_FOG_COORDS(1) + float4 pos : SV_POSITION; + float4 worldPos : TEXCOORD2; + float4 screenPos : TEXCOORD3; + float4 worldDirection : TEXCOORD4; + float2 camAngleCamfade : TEXCOORD5; + centroid float3 objNormal : TEXCOORD6; + float4 color : TEXCOORD7; + // float4 lensCenter : TEXCOORD7; + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); + sampler2D _MainTex, _gRayTex, _RayTexture; + float4 _MainTex_ST, _gRayTex_ST; + float4 _Emission1, _Emission2, _Emission3, _Emission4, _Emission5, + _Emission6, _Emission7, _Emission8, _Emission9, _Emission10; + half _EStart1, _EStart2, _EStart3, _EStart4, _EStart5, _EStart6, _EStart7, _EStart8, _EStart9, _Offset; + sampler2D _OSCGridRenderTexture, _OSCGridRenderTextureRAW, _OSCGridStrobeTimer; + uniform float4 _OSCGridRenderTextureRAW_TexelSize; + float4 _FixtureLensCenter; + float4 _FixtureRotationOrigin; + float _FixtureMaxIntensity, _FixutreIntensityMultiplier; + float _MaxMinPanAngle, _UniversalIntensity; + float _MaxMinTiltAngle; + uint _EnableCompatibilityMode, _EnableVerticalMode; + #pragma instancing_options assumeuniformscaling + half _InnerFadeStrength, _FadeStrength, _InnerIntensityCurve, _CamAngleFadeStrength, _IntersectionFadeStrength, _EdgeFadeCurve, _VolumectricCornerOutside, _VolumectricCornerInside; + UNITY_INSTANCING_BUFFER_START(Props) + UNITY_DEFINE_INSTANCED_PROP(uint, _DMXChannel) + UNITY_DEFINE_INSTANCED_PROP(uint, _PanInvert) + UNITY_DEFINE_INSTANCED_PROP(uint, _TiltInvert) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableOSC) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableStrobe) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableSpin) + UNITY_DEFINE_INSTANCED_PROP(float, _StrobeFreq) + UNITY_DEFINE_INSTANCED_PROP(float, _FixtureRotationX) + UNITY_DEFINE_INSTANCED_PROP(float, _FixtureBaseRotationY) + UNITY_DEFINE_INSTANCED_PROP(uint, _ProjectionSelection) + UNITY_DEFINE_INSTANCED_PROP(float4, _Emission) + UNITY_DEFINE_INSTANCED_PROP(float, _ConeWidth) + UNITY_DEFINE_INSTANCED_PROP(float, _ConeLength) + UNITY_DEFINE_INSTANCED_PROP(float, _GlobalIntensity) + UNITY_DEFINE_INSTANCED_PROP(float, _FinalIntensity) + UNITY_DEFINE_INSTANCED_PROP(float, _MaxConeLength) + UNITY_DEFINE_INSTANCED_PROP(uint, _LegacyGoboRange) + UNITY_INSTANCING_BUFFER_END(Props) + #include "../../Shared/VRSL-DMXFunctions.cginc" + + float4 testEmission(float2 uv) + { + float4 black = float4(0,0,0,0); + float offset = _Offset; + float4 result = lerp(_Emission1, _Emission2, smoothstep(_EStart1,_EStart1 + offset , uv.x)); + result = lerp(result, _Emission3, smoothstep(_EStart2,_EStart2 + offset ,uv.x)); + result = lerp(result, _Emission4, smoothstep(_EStart3,_EStart3 + offset ,uv.x)); + result = lerp(result, _Emission5, smoothstep(_EStart4,_EStart4 + offset ,uv.x)); + result = lerp(result, _Emission6, smoothstep(_EStart5,_EStart5 + offset ,uv.x)); + result = lerp(result, _Emission7, smoothstep(_EStart6,_EStart6 + offset ,uv.x)); + result = lerp(result, _Emission8, smoothstep(_EStart7,_EStart7 + offset ,uv.x)); + result = lerp(result, _Emission9, smoothstep(_EStart8,_EStart8 + offset ,uv.x)); + result = lerp(result, _Emission10, smoothstep(_EStart9,_EStart9 + offset,uv.x)); + result = lerp(result, _Emission9, smoothstep(_EStart8,_EStart9 ,uv.x)); + result = lerp(result, _Emission10, smoothstep(_EStart9, 1.0 ,uv.x)); + return saturate(result); + } + + float4 calculateRotations(appdata v, float4 input, int normalsCheck, float pan, float tilt) + { + + //LOCALROTY IS NEW ROTATION + //CALCULATE FIXTURE ROTATION. WOO FUN MATH. THIS IS FOR TILT. + //set new origin to do transform + float c, s; + float3 newOrigin = input.w * _FixtureRotationOrigin.xyz; + //if input.w is 1 (vertex), origin changes + //if input.w is 0 (normal/tangent), origin doesn't change + + //subtract new origin from original origin for blue vertexes + input.xyz = v.color.b == 1.0 ? input.xyz - newOrigin : input.xyz; + //DO ROTATION + + //#if defined(PROJECTION_YES) + //buffer[3] = GetTiltValue(sector); + //#endif + float angleX = radians(getOffsetX() + tilt); + sincos(angleX, s, c); + float3x3 rotateXMatrix = float3x3(1, 0, 0, + 0, c, -s, + 0, s, c); + + //float4 fixtureVertexPos = input; + //INVERSION CHECK + rotateXMatrix = checkTiltInvertZ() == 1 ? transpose(rotateXMatrix) : rotateXMatrix; + + //float4 localRotX = mul(rotateXMatrix, fixtureVertexPos); + //LOCALROTX IS NEW ROTATION + + //COMBINED ROTATION FOR FIXTURE + + //float3x3 rotateXYMatrix = mul(rotateYMatrix, rotateXMatrix); + float3 localRotXY = mul(rotateXMatrix, input.xyz); + //LOCALROTXY IS COMBINED ROTATION + + //Apply fixture rotation ONLY to those with blue vertex colors + + //apply LocalRotXY rotation then add back old origin + input.xyz = v.color.b == 1.0 ? localRotXY : input.xyz; + input.xyz = v.color.b == 1.0 ? input.xyz + newOrigin : input.xyz; + + //appy LocalRotY rotation to lightfixture base; + //input.xyz = v.color.g == 1.0 ? localRotY : input.xyz; + + return input; + } + inline float4 CalculateFrustumCorrection() + { + float x1 = -UNITY_MATRIX_P._31/(UNITY_MATRIX_P._11*UNITY_MATRIX_P._34); + float x2 = -UNITY_MATRIX_P._32/(UNITY_MATRIX_P._22*UNITY_MATRIX_P._34); + return float4(x1, x2, 0, UNITY_MATRIX_P._33/UNITY_MATRIX_P._34 + x1*UNITY_MATRIX_P._13 + x2*UNITY_MATRIX_P._23); + } + + #define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + + //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + inline float CorrectedLinearEyeDepth(float z, float B) + { + #if UNITY_REVERSED_Z + if (z == 0) + return LinearEyeDepth(z); + #endif + return 1.0 / (z/UNITY_MATRIX_P._34 + B); + } + float Fresnel(float3 Normal, float3 ViewDir, float Power, float exp) + { + return pow(max(0, dot(Normal, -ViewDir)), pow(Power, exp)); + } + + + v2f vert (appdata v) + { + v2f o; + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_OUTPUT(v2f, o); //DON'T INITIALIZE OR IT WILL BREAK PROJECTION + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + float3 wpos; + wpos.x = unity_CameraToWorld[0][3]; + wpos.y = unity_CameraToWorld[1][3]; + wpos.z = unity_CameraToWorld[2][3]; + v.vertex = calculateRotations(v, v.vertex, 0, 0.0, getOffsetX()); + float4 newNormals = float4(v.normal.x, v.normal.y, v.normal.z, 0); + newNormals = calculateRotations(v, newNormals, 1, 0.0, getOffsetX()); + v.normal = newNormals.xyz; + // o.lensCenter = calculateRotations(v, _FixtureLensCenter, 0, 0.0, getOffsetX()); + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.uv2 = v.uv2; + o.screenPos = ComputeScreenPos (o.pos); + //o.uv = UnityStereoScreenSpaceUVAdjust(uv, sb) + COMPUTE_EYEDEPTH(o.screenPos.z); + UNITY_TRANSFER_FOG(o,o.pos); + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + o.worldDirection.xyz = o.worldPos.xyz - wpos; + // pack correction factor into direction w component to save space + float4 originScreenPos = ComputeScreenPos(UnityObjectToClipPos(_FixtureRotationOrigin)); + float2 originScreenUV = originScreenPos.xy / originScreenPos.w; + o.worldDirection.w = dot(o.pos, CalculateFrustumCorrection()); + o.camAngleCamfade.y = saturate(distance(wpos, o.worldPos) - 0.5); + o.camAngleCamfade.x = saturate((1-distance(float2(0.5, 0.5), originScreenUV))-0.5); + o.objNormal = normalize(v.normal); + o.color = v.color; + + + return o; + } + + fixed4 frag (v2f i, fixed facePos : VFACE) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(i); + + float gi = getGlobalIntensity(); + float fi = getFinalIntensity(); + // if(((all(i.rgbColor <= float4(0.005,0.005,0.005,1)) || i.intensityStrobeGOBOSpinSpeed.x <= 0.005) && isOSC() == 1) || gi <= 0.005 || fi <= 0.005) + // { + // return half4(0,0,0,0); + // } + half2 uvMap = half2(0.0,0.0); + + //replacement for _WorldSpaceCameraPos + float3 wpos; + wpos.x = unity_CameraToWorld[0][3]; + wpos.y = unity_CameraToWorld[1][3]; + wpos.z = unity_CameraToWorld[2][3]; + + //float perspectiveDivide = 1.0f / i.pos.w; + float4 direction = i.worldDirection * (1.0f / i.pos.w); + float2 screenUV = i.screenPos.xy / i.screenPos.w; + //Sampling Depth + float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenUV); + //Correct for mirrors as Eye Depth + depth = CorrectedLinearEyeDepth(depth, direction.w); + //Convert to Raw Depth + depth = (1.0 - (depth * _ZBufferParams.w)) / (depth * _ZBufferParams.z); + //Convert to Linear01 Deppth + depth = Linear01Depth(depth); + float intersectionFade; + fixed gradientTexture = saturate((pow(-i.uv.x + 1, _InnerIntensityCurve))); + fixed4 col = gradientTexture.r; + + //intersectionFade = lerp(1.0 , saturate(((depth * _ProjectionParams.z) - i.screenPos.w)), saturate(pow(i.uv.x, pow(gradientTexture, _IntersectionFadeStrength)))); + intersectionFade = saturate(((depth * _ProjectionParams.z) - i.screenPos.w)); + i.camAngleCamfade.y = lerp(1.0,saturate(distance(wpos, i.worldPos) - 0.5) * intersectionFade, saturate(pow(i.uv.x, pow(gradientTexture, _IntersectionFadeStrength)))); + // if(i.uv2.x < 0.5) + // { + + // // + // float cornerMask = tex2D(_MainTex, i.uv).r * 0.50; + // cornerMask = lerp(1.0, cornerMask, _VolumectricCornerInside); + // col *= i.camAngleCamfade.y * cornerMask; + // } + // else + // { + // //intersectionFade = lerp(1.0 , saturate(((depth * _ProjectionParams.z) - i.screenPos.w)), saturate(pow(i.uv.x, 0.00001) + 0.1)); + + // col *= i.camAngleCamfade.y * tex2D(_gRayTex, i.uv).r; + // } + i.camAngleCamfade.y = lerp(1.0, i.camAngleCamfade.y, saturate(pow(i.uv.x, _CamAngleFadeStrength)+0.01)); + col*= getEmissionColor() * i.camAngleCamfade.y; + //Attempt to fade cone away when intersecting with the camera. + //float cameraFade = i.camAngleCamfade.y; + + //Fade the camera less when you are closer to the source of the light. + + //fixed gradientTexture = saturate((pow(-i.uv.x + 1, _InnerIntensityCurve))); + float3 viewDir = (wpos - i.worldPos.xyz); + viewDir = normalize(mul(unity_WorldToObject,float4(viewDir,0.0))); + + + // //Initialize Edge Fade + float edgeFade = 0.0; + float cornerMask = tex2D(_MainTex, i.uv).r; + cornerMask = i.uv.x <= 0.00379 ? 1.0 : cornerMask; + float exp = lerp(_VolumectricCornerOutside, 0.0, tex2D(_gRayTex, i.uv).r); + if(facePos > 0) + { + edgeFade = Fresnel(-i.objNormal, viewDir, _InnerFadeStrength, exp); + + //cornerMask *= _VolumectricCornerInside; + //cornerMask = lerp(1.0, cornerMask, _VolumectricCornerInside); + // threeDNoiseScale = _Noise2Stretch; + } + else + { + edgeFade = Fresnel(i.objNormal, viewDir, _FadeStrength, exp); + } + // else + // { + // edgeFade = Fresnel(i.objNormal, viewDir, _FadeStrength); + // } + // //Reduce fade strength if closer to source of light + // float fadeSTR = lerp(1.0, _FadeStrength, saturate(pow(i.uv.x, 0.01))); + // edgeFade = Fresnel(i.objNormal, viewDir, fadeSTR); + cornerMask = lerp(1.0, cornerMask, _VolumectricCornerInside); + // //threeDNoiseScale = _Noise2StretchInside; + // } + col*= lerp(1.0, edgeFade, saturate(pow(i.uv.x, _EdgeFadeCurve))); + //col *= edgeFade; + // edgeFade = lerp(1.0, edgeFade, saturate(pow(i.uv.x,_EdgeFadeCurve) - 0.10)); + // if(i.uv2.x < 0.5) + // { + // col *= intersectionFade * edgeFade * getEmissionColor() * i.camAngleCamfade.y; + // col *= cornerMask; + // } + // else + // { + // col *= tex2D(_gRayTex, i.uv).r * intersectionFade * getEmissionColor() * i.camAngleCamfade.y ; + // } + + // sample the texture + // fixed4 col = tex2D(_MainTex, i.uv); + // apply fog + float ray = i.color.r < 0.1 ? tex2D(_RayTexture, i.uv).r : 1.0; + col *= ray; + UNITY_APPLY_FOG(i.fogCoord, col); + col *= cornerMask * 3.0; + col *= gi * fi; + col *= testEmission(i.uv2); + return col * _UniversalIntensity; + } + ENDCG + } + } +} diff --git a/Shaders/MovingLights/Bar Mover/VRSL-BarMover-VolumetricMesh.shader.meta b/Shaders/MovingLights/Bar Mover/VRSL-BarMover-VolumetricMesh.shader.meta new file mode 100644 index 0000000..f16c3d5 --- /dev/null +++ b/Shaders/MovingLights/Bar Mover/VRSL-BarMover-VolumetricMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 40dc4eb33f2264a4fb5648acdc855591 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/MovingLights/VRSL-BasicLaser-DMX.shader b/Shaders/MovingLights/VRSL-BasicLaser-DMX.shader new file mode 100644 index 0000000..966041d --- /dev/null +++ b/Shaders/MovingLights/VRSL-BasicLaser-DMX.shader @@ -0,0 +1,446 @@ +Shader "VRSL/Basic Laser/DMX" +{ + Properties + { + _DMXChannel ("DMX Channel Number)", Int) = 0 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity ("Global Intensity", Range(0,1)) = 1 + [HideInInspector]_MainTex ("Texture", 2D) = "white" {} + [HDR] _MainColor ("Main Color" , Color) = (1.0, 1.0, 1.0, 1.0) + _Emission ("Instanced Emission Color" , Color) = (1.0, 1.0, 1.0, 1.0) + _VertexConeWidth ("Cone Width", Range(-3.75,20)) = 0 + _VertexConeLength("Cone Length", Range(-0.5,5)) = 0 + _ZConeFlatness("Z Flatness", Range(0,1.999)) = 0 + // _XConeFlatness("X Flatness", Range(0,1.99)) = 0 + _ZRotation ("Z Rotation", Range (-90, 90)) = 0 + _XRotation ("X Rotation", Range (-90, 90)) = 0 + _YRotation ("Y Rotation", Range (-180, 180)) = 0 + [IntRange] _LaserCount ("Laser Beam Count", Range(4, 68)) = 1 + _LaserThickness ("Laser Beam Thickenss", Range(0.003, 0.1)) = 1 + _EndFade ("End Fade", Range(0,3)) = 2.2 + _FadeStrength ("Cone Edge Fade", Range(1,2)) = 0 + _LaserSoftening ("Laser Softness", Range(0.05,10)) = 0 + _InternalShine ("Internal Shine Strength", Range(0,5)) = 1 + _Scroll ("Scroll", Range(-1, 1)) = 1 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + + } + SubShader + { + Tags { "RenderType"="Transparent" "Queue" = "Transparent" } + Cull Off + Blend One One + Zwrite Off + LOD 100 + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + // make fog work + //#pragma multi_compile_fog + #pragma multi_compile_instancing + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 uv : TEXCOORD0; + float2 uv2 : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + centroid float2 uv : TEXCOORD0; + centroid float2 uv2 : TEXCOORD1; + float3 normal : TEXCOORD2; + UNITY_FOG_COORDS(1) + float4 vertex : SV_POSITION; + float4 worldPos : TEXCOORD3; + float3 viewDir : TEXCOORD4; + float4 panTiltLengthWidth : TEXCOORD5; //ch 1,2,3,4 + float4 flatnessBeamCountSpinThickness : TEXCOORD6; //ch 5,6,7,12 + float4 rgbIntensity : TEXCOORD7;// ch 8,9,10,11 + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + float4 _MainTex_ST, _MainColor; + half _XConeFlatness, _ZRotation, _UniversalIntensity; + half _EndFade, _FadeStrength, _InternalShine, _LaserSoftening; + uint _EnableCompatibilityMode, _EnableVerticalMode; + sampler2D _OSCGridRenderTexture, _OSCGridRenderTextureRAW; + uniform float4 _OSCGridRenderTextureRAW_TexelSize; + uniform const half compatSampleYAxis = 0.019231; + uniform const half standardSampleYAxis = 0.00762; + + UNITY_INSTANCING_BUFFER_START(Props) + UNITY_DEFINE_INSTANCED_PROP(uint, _DMXChannel) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableColorTextureSample) + UNITY_DEFINE_INSTANCED_PROP(uint, _LaserCount) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableOSC) + UNITY_DEFINE_INSTANCED_PROP(float, _Scroll) + UNITY_DEFINE_INSTANCED_PROP(float, _XRotation) + UNITY_DEFINE_INSTANCED_PROP(float, _YRotation) + UNITY_DEFINE_INSTANCED_PROP(float, _LaserThickness) + UNITY_DEFINE_INSTANCED_PROP(float4, _Emission) + UNITY_DEFINE_INSTANCED_PROP(float, _ZConeFlatness) + UNITY_DEFINE_INSTANCED_PROP(float, _VertexConeWidth) + UNITY_DEFINE_INSTANCED_PROP(float, _VertexConeLength) + UNITY_DEFINE_INSTANCED_PROP(float, _GlobalIntensity) + UNITY_DEFINE_INSTANCED_PROP(float, _FinalIntensity) + UNITY_DEFINE_INSTANCED_PROP(float, _TextureColorSampleX) + UNITY_DEFINE_INSTANCED_PROP(float, _TextureColorSampleY) + UNITY_INSTANCING_BUFFER_END(Props) + + #define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + + float getPan() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_XRotation); + } + float getTilt() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_YRotation); + } + + uint getLaserCount() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_LaserCount); + } + float getConeWidth() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_VertexConeWidth); + } + float getConeLength() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_VertexConeLength); + } + float4 getEmissionColor() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_Emission); + } + float getLaserThickness() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_LaserThickness); + } + float getScrollSpeed() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_Scroll); + } + float getGlobalIntensity() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _GlobalIntensity); + } + + float getFinalIntensity() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _FinalIntensity); + } + uint getDMXChannel() + { + return (uint) round(UNITY_ACCESS_INSTANCED_PROP(Props, _DMXChannel)); + } + float getConeFlatness() + { + return UNITY_ACCESS_INSTANCED_PROP(Props, _ZConeFlatness); + } + uint isOSC() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_EnableOSC); + } + float2 LegacyRead(int channel, int sector) + { + // say we were on sector 6 + // we need to move over 2 sectors + // and we need to move up 3 sectors + + //1 sector is every 13 channels + float x = 0.02000; + float y = 0.02000; + //TRAVERSING THE Y AXIS OF THE OSC GRID + float ymod = floor(sector / 2.0); + + //TRAVERSING THE X AXIS OF THE OSC GRID + float xmod = sector % 2.0; + + x+= (xmod * 0.50); + y+= (ymod * 0.04); + + x+= (channel * 0.04); + //we are now on the correct + return float2(x,y); + + } + + float2 IndustryRead(int x, int y, uint DMXChannel) + { + + float resMultiplierX = (_OSCGridRenderTextureRAW_TexelSize.z / 13); + float2 xyUV = float2(0.0,0.0); + + xyUV.x = ((x * resMultiplierX) * _OSCGridRenderTextureRAW_TexelSize.x); + xyUV.y = (y * resMultiplierX) * _OSCGridRenderTextureRAW_TexelSize.y; + xyUV.y -= 0.001; + xyUV.x -= 0.015; + // xyUV.x = DMXChannel == 15 ? xyUV.x + 0.0769 : xyUV.x; + return xyUV; + } + + //function for getting the value on the OSC Grid in the bottom right corner configuration + float getValueAtCoords(uint DMXChannel, sampler2D _Tex) + { + //DMXChannel = DMXChannel == 15.0 ? DMXChannel + 1 : DMXChannel; + uint x = DMXChannel % 13; // starts at 1 ends at 13 + x = x == 0.0 ? 13.0 : x; + float y = DMXChannel / 13.0; // starts at 1 // doubles as sector + y = frac(y)== 0.00000 ? y - 1 : y; + + float2 xyUV = _EnableCompatibilityMode == 1 ? LegacyRead(x-1.0,y) : IndustryRead(x,(y + 1.0), DMXChannel); + + float4 uvcoords = float4(xyUV.x, xyUV.y, 0,0); + float4 c = tex2Dlod(_Tex, uvcoords); + float3 cRGB = float3(c.r, c.g, c.b); + float value = LinearRgbToLuminance(cRGB); + value = LinearToGammaSpaceExact(value); + return value; + } + + float getValueAtCoordsRaw(uint DMXChannel, sampler2D _Tex) + { + // DMXChannel = DMXChannel == 15.0 ? DMXChannel + 1 : DMXChannel; + uint x = DMXChannel % 13; // starts at 1 ends at 13 + x = x == 0.0 ? 13.0 : x; + float y = DMXChannel / 13.0; // starts at 1 // doubles as sector + y = frac(y)== 0.00000 ? y - 1 : y; + + float2 xyUV = _EnableCompatibilityMode == 1 ? LegacyRead(x-1.0,y) : IndustryRead(x,(y + 1.0), DMXChannel); + + float4 uvcoords = float4(xyUV.x, xyUV.y, 0,0); + float4 c = tex2Dlod(_Tex, uvcoords); + + return c.r; + } + + float3 RGB2HSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); + float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + + float3 hsb2rgb( float3 c ){ + float3 rgb = clamp( abs(fmod(c.x*6.0+float3(0.0,4.0,2.0),6)-3.0)-1.0, 0, 1); + rgb = rgb*rgb*(3.0-2.0*rgb); + return c.z * lerp( float3(1,1,1), rgb, c.y); + } + + float4 CalculateRotations(appdata v, float4 input, float pan, float tilt, float roll) + { + float angleY = radians(pan); + float c = cos(angleY); + float s = sin(angleY); + float4x4 rotateYMatrix = float4x4(c, -s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1); + float4 BaseAndFixturePos = input; + float4 localRotY = mul(rotateYMatrix, BaseAndFixturePos); + + + float angleX = radians(tilt); + c = cos(angleX); + s = sin(angleX); + float4x4 rotateXMatrix = float4x4(1, 0, 0, 0, + 0, c, -s, 0, + 0, s, c, 0, + 0, 0, 0, 1); + + float4x4 rotateXYMatrix = mul(rotateYMatrix, rotateXMatrix); + //float4 localRotXY = mul(rotateXYMatrix, input); + + + float angleZ = radians(roll); + c = cos(angleZ); + s = sin(angleZ); + float4x4 rotateZMatrix = float4x4(c, 0, s, 0, + 0, 1, 0, 0, + -s, 0, c, 0, + 0, 0, 0, 1); + float4x4 rotateXYZMatrix = mul(rotateZMatrix, rotateXYMatrix); + float4 localRotXYZ = mul(rotateXYZMatrix, input); + input.xyz = localRotXYZ.xyz; + return input; + //LOCALROTXY IS COMBINED ROTATION + } + + v2f vert (appdata v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_OUTPUT(v2f, o) + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + uint dmx = getDMXChannel(); + o.rgbIntensity.w = getValueAtCoords(dmx + 10, _OSCGridRenderTexture); + o.rgbIntensity.w = IF(isOSC() > 0, o.rgbIntensity.w, 1); + if(getGlobalIntensity() <= 0.01 || getFinalIntensity() <= 0.05 || _UniversalIntensity <= 0.05 || o.rgbIntensity.w <= 0.05) + { + o.vertex = UnityObjectToClipPos(float4(0,0,0,0)); + return o; + } + o.panTiltLengthWidth.x = lerp(-90,90,clamp(getValueAtCoords(dmx, _OSCGridRenderTexture), 0.0,0.9999)); // ch 1 + o.panTiltLengthWidth.y = lerp(-90,90,clamp(getValueAtCoords(dmx + 1, _OSCGridRenderTexture), 0.0,0.9999)); // ch 2 + o.panTiltLengthWidth.z = lerp(-0.5,5,clamp(getValueAtCoords(dmx + 2, _OSCGridRenderTextureRAW), 0.0,0.9999)); // ch 3 + o.panTiltLengthWidth.w = lerp(-3.75,20,clamp(getValueAtCoords(dmx +3, _OSCGridRenderTextureRAW), 0.0,0.9999)); // ch 4 + + + + //replacement for _WorldSpaceCameraPos + float3 wpos; + wpos.x = unity_CameraToWorld[0][3]; + wpos.y = unity_CameraToWorld[1][3]; + wpos.z = unity_CameraToWorld[2][3]; + + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.uv2 = TRANSFORM_TEX(v.uv2, _MainTex); + + + //Cone Length + float length = IF(isOSC() > 0, o.panTiltLengthWidth.z, getConeLength()); + v.vertex.y = lerp(v.vertex.y, v.vertex.y *2, length); + + + //Cone Width + float width = IF(isOSC() > 0, o.panTiltLengthWidth.w, getConeWidth()); + float4 vert = lerp(v.vertex ,float4(v.vertex.xyz + v.normal * width, 1), v.uv2.y); + vert.y = v.vertex.y; //Prevent the cone from elongating when changing width. + + // Cone Flatness for X and Z + float flatness = lerp(0,1.999,getValueAtCoords(dmx+4, _OSCGridRenderTextureRAW)); + flatness = IF(isOSC() > 0, flatness, getConeFlatness()); + vert.z = lerp(vert.z, vert.z/2, flatness); + // vert.x = lerp(vert.x, vert.x/2, _XConeFlatness); + float xRot = IF(isOSC() > 0, o.panTiltLengthWidth.x, getPan()); + float yRot = IF(isOSC() > 0, o.panTiltLengthWidth.y, getTilt()); + vert = CalculateRotations(v, vert, _ZRotation, xRot, yRot); + + o.viewDir = normalize(wpos - mul(unity_ObjectToWorld, vert).xyz); + v.normal = CalculateRotations(v, float4(v.normal, 1), _ZRotation, xRot, yRot).xyz; + o.normal = normalize(mul(float4(v.normal, 0.0), unity_WorldToObject).xyz); + o.worldPos = mul(unity_ObjectToWorld, vert); + o.vertex = UnityObjectToClipPos(vert); + return o; + } + + + fixed4 frag (v2f i) : SV_Target + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + UNITY_SETUP_INSTANCE_ID(i); + uint dmx = getDMXChannel(); + i.flatnessBeamCountSpinThickness.x = lerp(0,1.999,getValueAtCoords(dmx+4, _OSCGridRenderTextureRAW)); //5 + i.flatnessBeamCountSpinThickness.y = lerp(4,68,getValueAtCoords(dmx+5, _OSCGridRenderTextureRAW));//6 + i.flatnessBeamCountSpinThickness.z = lerp(0,1,getValueAtCoords(dmx+6, _OSCGridRenderTextureRAW)); //7 + i.flatnessBeamCountSpinThickness.w = lerp(0.003, 0.1,getValueAtCoords(dmx+11, _OSCGridRenderTextureRAW)); //12 + i.rgbIntensity.x = getValueAtCoords(dmx+7, _OSCGridRenderTextureRAW); //8 + i.rgbIntensity.y = getValueAtCoords(dmx+8, _OSCGridRenderTextureRAW); //9 + i.rgbIntensity.z = getValueAtCoords(dmx+9, _OSCGridRenderTextureRAW); //10 + i.rgbIntensity.w = getValueAtCoords(dmx+10, _OSCGridRenderTextureRAW); //11 + i.rgbIntensity.w = IF(isOSC() > 0, i.rgbIntensity.w, 1); + if(getGlobalIntensity() <= 0.001 || getFinalIntensity() <= 0.001 || _UniversalIntensity <= 0.001 || i.rgbIntensity.w <= 0.001) + { + return half4(0,0,0,0); + } + float fade = pow(saturate(dot(normalize(i.normal), i.viewDir)), _FadeStrength); + + + // fade = pow(fade, pow(_FadeStrength, _FadeAmt)) * fade; + // sample the texture + float4 dmxcol = float4(i.rgbIntensity.x,i.rgbIntensity.y, i.rgbIntensity.z, _MainColor.a); + float4 actualcolor = IF(isOSC() > 0, dmxcol *_MainColor * getEmissionColor(), _MainColor * getEmissionColor()); + float4 color = lerp(float4(0,0,0,_MainColor.a), actualcolor, getGlobalIntensity()); + // float3 newColor = RGB2HSV(color.rgb); + // newColor.y -= 0.1; + // color.rgb = hsb2rgb(newColor); + + color = color * getFinalIntensity(); + color = color * _UniversalIntensity; + color = color * i.rgbIntensity.w; + fixed4 col = float4(1,1,1,1); + fixed4 alphaMask = tex2D(_MainTex, i.uv2); + float2 laserUV = i.uv2; + col *= color; + + //Draw Beams + float scroll = IF(isOSC() > 0, i.flatnessBeamCountSpinThickness.z, getScrollSpeed()); + laserUV.x = laserUV.x += _Time.y * scroll; + float beamcount = IF(isOSC() > 0, round(i.flatnessBeamCountSpinThickness.y), getLaserCount()); + laserUV.x = frac(laserUV.x * beamcount); + laserUV.x = laserUV.x - 0.5; + float thiknes = IF(isOSC() > 0, i.flatnessBeamCountSpinThickness.w, getLaserThickness()); + + + // Transparency (with gradation) + //float dist = normalize(distance(i.worldPos, float4(0,0,0,0))); + // fade = lerp(1,fade, pow(dist, _FadeAmt)); + + + float beams = (beamcount * thiknes * 0.1) / abs(laserUV.x); + float transv = pow((-i.uv2.y + 1), _EndFade) ; + col = col * beams; + + col += pow(-laserUV.y+1,12.1) * 3 * _InternalShine * color; + + // float beamGradCorrect = .2 / (1.-laserUV.y); + // col *= beamGradCorrect; + // Clamping here softens the depiction + col = clamp(0, _LaserSoftening, col); + + // col = lerp(col, col*10, _ZConeFlatness/1.999); + // float edgeFadeL = distance(i.uv2.x, 0.75); + // float edgeFadeR = distance(i.uv2.x, 0.25); + // float4 edgee = lerp(float4(0,0,0,0), col, pow(edgeFadeR * edgeFadeL, _FadeStrength)); + // col = lerp(col, edgee, _ZConeFlatness/1.999); + +// col.xyz += rimlight.xyz; + //col *= fade; + col = lerp(float4(0,0,0,0), col, transv); + float pi = 3.14159; + float edgeMask = clamp((((sin((12.5 * i.uv2.x) + 4.75)) ))/pi * 6, 0,1); + edgeMask = 1 - edgeMask; + if(i.uv2.y > 0.99) + { + discard; + return float4(0,0,0,0); + } + + // col = col * col *; + // float4 flatCol = col * flatEdgeMask.r; + float flatness = IF(isOSC() > 0, i.flatnessBeamCountSpinThickness.x, getConeFlatness()); + + float4 flatCol = col * edgeMask; + col = lerp(flatCol, col, pow(((flatness/2.0) - 1.0)*-1, 0.95)); + col *= getFinalIntensity() * _UniversalIntensity * i.rgbIntensity.w; + return col; + } + ENDCG + } + } +} diff --git a/Shaders/MovingLights/VRSL-BasicLaser-DMX.shader.meta b/Shaders/MovingLights/VRSL-BasicLaser-DMX.shader.meta new file mode 100644 index 0000000..969b2b8 --- /dev/null +++ b/Shaders/MovingLights/VRSL-BasicLaser-DMX.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 95349cd3a2b52c5428761b3034abda38 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/MovingLights/VRSL-StandardMover-FixtureMesh.shader b/Shaders/MovingLights/VRSL-StandardMover-FixtureMesh.shader new file mode 100644 index 0000000..e978875 --- /dev/null +++ b/Shaders/MovingLights/VRSL-StandardMover-FixtureMesh.shader @@ -0,0 +1,181 @@ +Shader "VRSL/Standard Mover/Fixture" +{ + Properties + { + //[Header (INSTANCED PROPERITES)] + [HideInInspector]_DMXChannel ("Starting DMX Channel", Int) = 0 + [HideInInspector][Toggle] _PanInvert ("Invert Mover Pan", Int) = 0 + [HideInInspector][Toggle] _TiltInvert ("Invert Mover Tilt", Int) = 0 + + + //[HideInInspector]_FinalStrobeFreq ("Final Strobe Frequency", Float) = 0 + //[HideInInspector]_NewTimer("New Timer From Udon For Strobe", Float) = 0 + + [Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [HideInInspector]_FixtureBaseRotationY("Mover Pan Offset (Blue + Green)", Range(-540,540)) = 0 + [HideInInspector]_FixtureRotationX("Mover Tilt Offset (Blue)", Range(-180,180)) = 0 + [HideInInspector]_ProjectionSelection ("GOBO Selection", Range(0,6)) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + + //[Header (BASIC CONTROLS)] + + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _Saturation("Final Saturation", Range(0,1)) = 1 + _SaturationLength("Final Saturation Length", Range(0,0.2)) = 0.1 + _LensMaxBrightness("Lens Max Brightness", Range(0.00, 20)) = 5 + _ConeWidth("Cone Width", Range(0,5.5)) = 0 + _ConeLength("Cone Length", Range(1,10)) = 1 + _ConeSync ("Cone Scale Sync", Range(0,1)) = 0.2 + _FixutreIntensityMultiplier ("Intensity Multipler (For Bloom Scaling)", Range(1,10)) = 1 + + // _BlockLengthX("OSC Block Base Distance X", Float) = 0.019231 + // _BlockLengthY("OSC Block Base Distance Y", Float) = 0 + + // [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Source Blend mode", Float) = 2 + // [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Destination Blend mode", Float) = 1 + // [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0 + //[Space(16)] + + //[Header(MOVER CONTROLS)] + + + _FixtureRotationOrigin("Fixture Pivot Origin", Float) = (0, 0.014709, -1.02868, 0) + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity And Color", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + _MaxMinPanAngle("Max/Min Pan Angle (-x, x)", Float) = 180 + _MaxMinTiltAngle("Max/Min Tilt Angle (-y, y)", Float) = 180 + _FixtureMaxIntensity ("Maximum Cone Intensity",Range (0,0.5)) = 0.5 + + //_Fade ("Fade mod", Range(0, 6)) = 1.5 + + + + + // [Space(16)] + + + + // [Toggle] _UseWorldNorm("Use World Normal vs View Normal", Float) = 0 + //[KeywordEnum(None, UseDNTexture)] _DNEnabler ("Enable Depth Normal Texture", Float) = 0 + // _ModX ("Projection UV X Stretch", Range(-2, 2)) = 1 + // _ModY ("Projection UV Y Stretch", Range(-2, 2)) = 1 + + + + //[Space(48)] + //[Header(MAIN)] + [Enum(Unity Default, 0, Non Linear, 1)]_LightProbeMethod("Light Probe Sampling", Int) = 0 + // [Enum(UVs, 0, Triplanar World, 1, Triplanar Object, 2)]_TextureSampleMode("Texture Mode", Int) = 0 + // _TriplanarFalloff("Triplanar Blend", Range(0.5,1)) = 1 + _MainTex("Main Texture", 2D) = "white" {} + _Color("Color", Color) = (1,1,1,1) + + [Space(16)] + [Header(NORMALS)] + _BumpMap("Normal Map", 2D) = "bump" {} + _BumpScale("Normal Scale", Range(-1,1)) = 1 + + [Space(16)] + [Header(METALLIC)] + _MetallicGlossMap("Metallic Map", 2D) = "white" {} + _Metallic("Metallic", Range(0,1)) = 0 + _Glossiness("Smoothness", Range(0,1)) = 0 + + + + } + SubShader + { + + Tags{ "Queue" = "AlphaTest+1" "RenderType" = "Opaque" } + + Stencil + { + + Ref 142 + Comp GEqual + Pass Replace + //ZFail Replace + + } + + Pass + { + Tags{ "LightMode" = "ForwardBase" } + CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#pragma multi_compile_fwdbase +#pragma multi_compile_instancing + +//REMOVE THIS WHEN FINISHED DEBUGGING +//#pragma target 4.5 + +#define GEOMETRY + +#ifndef UNITY_PASS_FORWARDBASE +#define UNITY_PASS_FORWARDBASE +#endif + +#define FIXTURE_EMIT +//DEBUGGING BUFFER +RWStructuredBuffer buffer : register(u1); +RWStructuredBuffer buffer4 : register(u2); + +#include "UnityCG.cginc" +#include "Lighting.cginc" +#include "AutoLight.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float3 btn[3] : TEXCOORD3; //TEXCOORD2, TEXCOORD3 | bitangent, tangent, worldNormal + float3 worldPos : TEXCOORD6; + float3 objPos : TEXCOORD7; + float3 objNormal : TEXCOORD8; + float4 color : COLOR; + float2 intensityStrobe : TEXCOORD9; + float4 rgbColor : TEXCOORD10; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + SHADOW_COORDS(11) + }; + +#include "../Shared/VRSL-Defines.cginc" +#include "../Shared/VRSL-DMXFunctions.cginc" +#include "../Shared/VRSL-LightingFunctions.cginc" +#include "../Shared/VRSL-StandardLighting.cginc" +#include "VRSL-StandardMover-Vertex.cginc" + + ENDCG + } + //UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" + + + } + CustomEditor "VRSLInspector" +} diff --git a/Shaders/MovingLights/VRSL-StandardMover-FixtureMesh.shader.meta b/Shaders/MovingLights/VRSL-StandardMover-FixtureMesh.shader.meta new file mode 100644 index 0000000..09456c6 --- /dev/null +++ b/Shaders/MovingLights/VRSL-StandardMover-FixtureMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c94a5b90fc6c692459660d03ee6d8b23 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/MovingLights/VRSL-StandardMover-ProjectionFrag.cginc b/Shaders/MovingLights/VRSL-StandardMover-ProjectionFrag.cginc new file mode 100644 index 0000000..2860c1a --- /dev/null +++ b/Shaders/MovingLights/VRSL-StandardMover-ProjectionFrag.cginc @@ -0,0 +1,276 @@ +//CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION +inline float CorrectedLinearEyeDepth(float z, float B) +{ + return 1.0 / (z/UNITY_MATRIX_P._34 + B); +} + + +#define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + + float3 getWpos(float depth, float3 ray) + { + float4 vpos = float4(ray * depth, 1); + + + // scale ray by linearized depth, which gives us the position of the ray + // intersection with the depth buffer in view space. This is the point of intersection in view space. + + float3 wpos = (mul(unity_CameraToWorld, vpos).xyz); + //convert view space coordinate to world space coordinate. + //Wpos is now coordinates for intersection. + return wpos; + } + + float3 getProjPos(float3 wpos) + { + return (mul(unity_WorldToObject,float4(wpos.x, wpos.y, wpos.z, 1))); + } + +//Huge, huge thanks and shoutout to Uncomfy on the VRC Shader Discord for helping me figure this out <3 + float4 InvertRotations (float4 input, float panValue, float tiltValue) + { + + + float sX, cX, sY, cY; + float angleY = radians(getOffsetY() + (panValue)); + sY = sin(angleY); + cY = cos(angleY); + float4x4 rotateYMatrix = float4x4(cY, sY, 0, 0, + -sY, cY, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1); + float4 BaseAndFixturePos = input; + + //INVERSION CHECK + rotateYMatrix = IF(checkPanInvertY() == 1, transpose(rotateYMatrix), rotateYMatrix); + + //float4 localRotY = mul(rotateYMatrix, BaseAndFixturePos); + //LOCALROTY IS NEW ROTATION + + + float tiltOffset = 90.0; + tiltOffset = IF(checkTiltInvertZ() == 1, -tiltOffset, tiltOffset); + //set new origin to do transform + float4 newOrigin = input.w * _FixtureRotationOrigin; + input.xyz -= newOrigin; + + + float angleX = radians(getOffsetX() + (tiltValue + tiltOffset)); + sX = sin((angleX)); + cX = cos((angleX)); + + float4x4 rotateXMatrix = float4x4(1, 0, 0, 0, + 0, cX, sX, 0, + 0, -sX, cX, 0, + 0, 0, 0, 1); + + //float4 fixtureVertexPos = input; + + //INVERSION CHECK + rotateXMatrix = IF(checkTiltInvertZ() == 1, transpose(rotateXMatrix), rotateXMatrix); + //float4 localRotX = mul(rotateXMatrix, fixtureVertexPos); + + float4x4 rotateXYMatrix = mul(rotateXMatrix, rotateYMatrix); + float4 localRotXY = mul(rotateXYMatrix, input); + + input.xyz = localRotXY; + input.xyz += newOrigin; + return input; + } + + float2 RotateUV(float2 input, float angle) + { + float2 newOrigin = float2(0.5, 0.5); + input -= newOrigin; + float sinX = sin (radians(angle)); + float cosX = cos (radians(angle)); + float sinY = sin (radians(angle)); + float2x2 rotationMatrix = float2x2( cosX, -sinX, sinY, cosX); + input = mul(input, rotationMatrix); + input += newOrigin; + return input; + + } + + + float4 ChooseProjection(float2 uv, float projChooser) + { + //float chooser = IF(isOSC() == 1, selection, instancedGOBOSelection()); + float2 addition = float2(0.0, 0.0); + uv*= float2(0.25, 0.5); + //uv.x+= getOffsetX(); + //uv.y+= getOffsetY(); + //uv-= float2(0.1,0.1); + #ifdef WASH + projChooser = 1.0; + #endif + + addition = IF(projChooser == 1.0, float2(0.0, 0.5) , addition); + #if !defined(WASH) + addition = IF(projChooser == 2.0, float2(0.25, 0.5), addition); + addition = IF(projChooser == 3.0, float2(0.5, 0.5), addition); + addition = IF(projChooser == 4.0, float2(0.75, 0.5), addition); + addition = IF(projChooser == 5.0, float2(0.0, 0.0) , addition); + addition = IF(projChooser == 6.0, float2(0.25, 0.0), addition); + addition = IF(projChooser == 7.0, float2(0.5, 0.0), addition); + addition = IF(projChooser == 8.0, float2(0.75, 0.0), addition); + #endif + uv.x += addition.x; + uv.y += addition.y; + return tex2D(_ProjectionMainTex, uv); + } + float ChooseProjectionScalar(float coneWidth, float projChooser) + { + //float chooser = IF(isOSC() == 1, selection, instancedGOBOSelection()); + float result = _ProjectionUVMod; + result = IF((projChooser) == 1.0, _ProjectionUVMod, result); + #if !defined(WASH) + result = IF((projChooser) == 2.0, _ProjectionUVMod2, result); + result = IF((projChooser) == 3.0, _ProjectionUVMod3, result); + result = IF((projChooser) == 4.0, _ProjectionUVMod4, result); + result = IF((projChooser) == 5.0, _ProjectionUVMod5, result); + result = IF((projChooser) == 6.0, _ProjectionUVMod6, result); + result = IF((projChooser) == 7.0, _ProjectionUVMod7, result); + result = IF((projChooser) == 8.0, _ProjectionUVMod8, result); + #endif + // float a = 1.8; + // #ifdef WASH + // a = 3.0; + // #endif + // return result * (clamp(coneWidth, -2.0, 4) + a); + float conewidthControl = coneWidth/4.25; + return result * lerp(0.325, 1, (conewidthControl)); + } + + + + + + fixed4 ProjectionFrag(v2f i) : SV_Target + { + //UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + UNITY_SETUP_INSTANCE_ID(i); + if(i.color.g > 0.5) + { + float gi = getGlobalIntensity(); + float fi = getFinalIntensity(); + float4 emissionTint = i.emissionColor; + if(((all(i.rgbColor <= float4(0.01,0.01,0.01,1)) || i.intensityStrobeWidth.x <= 0.01) && isOSC() == 1) || gi <= 0.005 || fi <= 0.005 || all(emissionTint <= float4(0.005, 0.005, 0.005, 1))) + { + return half4(0,0,0,0); + } + //float oscPanValue = GetPanValue(sector); + // float oscTiltValue = GetTiltValue(sector); + float panValue = i.goboPlusSpinPanTilt.z; + float tiltValue = i.goboPlusSpinPanTilt.w; + uint selection = round(i.goboPlusSpinPanTilt.x); + + //Calculating projection + i.ray = i.ray * (_ProjectionParams.z / i.ray.z); + float2 screenposUV = i.screenPos.xy / i.screenPos.w; + + + //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + float perspectiveDivide = 1.0f / i.pos.w; + float4 depthdirect = i.worldDirection * perspectiveDivide; + //float2 altScreenPos = i.screenPos.xy * perspectiveDivide; + + + float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenposUV); + + #if UNITY_REVERSED_Z + if (sceneZ == 0) + #else + if (sceneZ == 1) + #endif + return float4(0,0,0,1); + + + float depth = CorrectedLinearEyeDepth(sceneZ, depthdirect.w); + + //Convert from Corrected Linear Eye Depth to Linear01Depth + //Credit: https://www.cyanilux.com/tutorials/depth/#eye-depth + depth = (1.0 - (depth * _ZBufferParams.w)) / (depth * _ZBufferParams.z); + depth = Linear01Depth(depth); + + + //lienarize the depth + + float3 objectOrigin = mul(unity_ObjectToWorld, float4(0.0,0.0,0.0,1.0) ).xyz; + //get object origin in world space. + + float3 projectionOriginWorld = mul(unity_ObjectToWorld,_ProjectionRangeOrigin); + + float3 wpos = getWpos(depth, i.ray); + //convert view space coordinate to world space coordinate. + //Wpos is now coordinates for intersection. + + float distanceFromOrigin = abs(distance(objectOrigin , wpos)); + float projChooser = IF(isOSC() == 1, selection, instancedGOBOSelection()); + //Get distance of intersection from the origin in world space + float UVscale = 1/(0 + (distanceFromOrigin * ChooseProjectionScalar(i.intensityStrobeWidth.z, projChooser) + (0 * (distanceFromOrigin * distanceFromOrigin)))); + distanceFromOrigin = lerp(distanceFromOrigin*0.6 +0.65,distanceFromOrigin, saturate(i.intensityStrobeWidth.z)); + // inverse that distance so that it gets smaller as it gets closer, + // multiply it by modifier parameter incase things get wonky. + float3 projPos = getProjPos(wpos); + //position of the intersection fragment in the cone's object space + projPos = InvertRotations(float4(projPos,1.0), panValue, tiltValue); + + float2 uvCoords = (((float2((projPos.x), projPos.y) * UVscale))); + + uvCoords.x += 0.5; + uvCoords.y += 0.5; + //Get coordinate plane + + half2 uvOrigin = half2(0,0); + uvOrigin = (half2(0,0) * UVscale) * (clamp(i.intensityStrobeWidth.z+0.5, -1.0, 4) + 1.6) + 0.5; + + + _SpinSpeed = IF(checkPanInvertY() == 1, -_SpinSpeed, _SpinSpeed); + _SpinSpeed = IF(isOSC() == 1, _SpinSpeed, _SpinSpeed); + + // uvCoords = IF(isGOBOSpin() == 1 && projChooser > 1.0, RotateUV(uvCoords, _Time.w * ( 10* _SpinSpeed)), RotateUV(uvCoords, _ProjectionRotation)); + uvCoords = IF(isGOBOSpin() == 1 && projChooser > 1.0, RotateUV(uvCoords, degrees(i.goboPlusSpinPanTilt.y)), RotateUV(uvCoords, _ProjectionRotation)); + clip(uvCoords); + + //Discard any pixels that are outside of the traditional 0-1 UV bounds. + float4 tex = ChooseProjection(uvCoords, projChooser); + float distFromUVOrigin = (abs(distance(uvCoords, uvOrigin))); + // Create create xy coordinate plane based on object space, make sure it scales based on the + // distance from the intersection + + + //Discard any pixels that are outside of the traditional 0-1 UV bounds in the negative range. + clip(1.0 - uvCoords); + float4 col = tex; + + clip(projPos.z); + float projectionDistance = abs(distance(i.projectionorigin.xyz, projPos.xyz)); + + //Projection Fade + col = lerp(col, float4(0,0,0,0), clamp(pow(distFromUVOrigin * _ProjectionFade,_ProjectionFadeCurve),0.0,1.0)); + float strobe = IF(isStrobe() == 1, i.intensityStrobeWidth.y, 1); + + col = IF(isOSC() == 1 & _EnableStaticEmissionColor == 0, col * i.rgbColor, col); + //col = IF(_EnableStaticEmissionColor == 1, col * float4(_StaticEmission.r * _RedMultiplier,_StaticEmission.g * _GreenMultiplier,_StaticEmission.b * _BlueMultiplier,_StaticEmission.a), col); + + + + + // project plane on to the world normals in object space in the z direction of the object origin. + col = ((col * emissionTint * UVscale * _ProjectionIntensity)) * strobe; + col = col * (1/(_ProjectionDistanceFallOff * (distanceFromOrigin * distanceFromOrigin))); + col = lerp(half4(0,0,0,col.w), col, gi); + col = lerp(half4(0,0,0,col.w), col, fi); + //float saturation = saturate(RGB2HSV(col)).y; + //col = IF(_EnableStaticEmissionColor == 1, lerp(float4(0,0,0,0), col, saturation), col); + col = IF( _EnableStaticEmissionColor == 1, float4(col.r * _RedMultiplier, col.g * _GreenMultiplier, col.b * _BlueMultiplier, col.a), col); + col = col * _UniversalIntensity; + return col; + } + else + { + return float4(0,0,0,0); + } + + } \ No newline at end of file diff --git a/Shaders/MovingLights/VRSL-StandardMover-ProjectionFrag.cginc.meta b/Shaders/MovingLights/VRSL-StandardMover-ProjectionFrag.cginc.meta new file mode 100644 index 0000000..785051e --- /dev/null +++ b/Shaders/MovingLights/VRSL-StandardMover-ProjectionFrag.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a179bd94f3adbbb4ebfb3d563a8aa832 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/MovingLights/VRSL-StandardMover-ProjectionMesh.shader b/Shaders/MovingLights/VRSL-StandardMover-ProjectionMesh.shader new file mode 100644 index 0000000..39ced16 --- /dev/null +++ b/Shaders/MovingLights/VRSL-StandardMover-ProjectionMesh.shader @@ -0,0 +1,216 @@ +Shader "VRSL/Standard Mover/Projection" +{ + + Properties + { + //[Header (INSTANCED PROPERITES)] + [HideInInspector]_DMXChannel ("Starting Channel", Int) = 0 + [HideInInspector][Toggle] _PanInvert ("Invert Mover Pan", Int) = 0 + [HideInInspector][Toggle] _TiltInvert ("Invert Mover Tilt", Int) = 0 + + //[HideInInspector]_FinalStrobeFreq ("Final Strobe Frequency", Float) = 0 + //[HideInInspector]_NewTimer("New Timer From Udon For Strobe", Float) = 0 + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [Toggle] _LegacyGoboRange ("Enable Legacy GOBO Range", Int) = 0 + [HideInInspector]_FixtureBaseRotationY("Mover Pan Offset (Blue + Green)", Range(-540,540)) = 0 + [HideInInspector]_FixtureRotationX("Mover Tilt Offset (Blue)", Range(-180,180)) = 0 + [HideInInspector]_ProjectionSelection ("GOBO Selection", Range(0,8)) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + + //[Header (BASIC CONTROLS)] + [HideInInspector]_FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + //[HDR]_StaticEmission("Static Light Color Tint", Color) = (1,1,1,1) + [Toggle] _EnableStaticEmissionColor("Enable Static Emission Color", Int) = 0 + _Saturation("Final Saturation", Range(0,1)) = 1 + _SaturationLength("Final Saturation Length", Range(0,0.2)) = 0.1 + _LensMaxBrightness("Lens Max Brightness", Range(0.01, 10)) = 5 + _ConeWidth("Cone Width", Range(0,5.5)) = 0 + _ConeLength("Cone Length", Range(1,10)) = 1 + _ConeSync ("Cone Scale Sync", Range(0,1)) = 0.2 + // _BlockLengthX("OSC Block Base Distance X", Float) = 0.019231 + // _BlockLengthY("OSC Block Base Distance Y", Float) = 0 + + [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Source Blend mode", Float) = 2 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Destination Blend mode", Float) = 1 + [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0 + //[Space(16)] + + //[Header(MOVER CONTROLS)] + + + _FixtureRotationOrigin("Fixture Pivot Origin", Float) = (0, 0.014709, -1.02868, 0) + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity And Color", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + [NoScaleOffset] _OSCGridSpinTimer ("OSC Grid Render Texture (For GOBO Spin Timings", 2D) = "white" {} + [Toggle] _EnableAudioReact ("Enable AudioLink Audio React", Int) = 0 + [NoScaleOffset] _AudioSpectrum("AudioSpectrum", 2D) = "black" {} + _MaxMinPanAngle("Max/Min Pan Angle (-x, x)", Float) = 180 + _MaxMinTiltAngle("Max/Min Tilt Angle (-y, y)", Float) = 180 + + _FixtureMaxIntensity ("Maximum Cone Intensity",Range (0,0.5)) = 0.5 + + // [Header(Divide)] + // _Divide ("Divide", Range(0, 30)) = 0 + // _DividePower ("Divide Strength", Range(0, 1)) = 0 + + //[Space(24)] + //[Header(PROJECTION GOBO SETTINGS)] + _ProjectionRotation("Static Projection UV Rotation", Range(-180, 180)) = 0 + _SpinSpeed ("Auto Spin Speed", Range(0, 10)) = 0 + _ProjectionIntensity ("Projection Intensity", Range(0,20)) = 0 + _ProjectionFade("Projection Edge Fade", Range(0,10)) = 0 + _ProjectionFadeCurve("Projection Edge Fade Harshness", Range(0, 10)) = 1 + _ProjectionDistanceFallOff("Projection Distance Fallof Strength", Range(0.01,0.5)) = 0.05 + _ProjectionRange ("Projection Drawing Range", Range(0,10)) = 0 + _ProjectionRangeOrigin ("Projection Drawing Range Scale Origin", Float) = (0, -0.07535, 0.12387, 0) + _ProjectionShadowHarshness("Projection Shadow Harshness", Range(0,1)) = 0 + + + [NoScaleOffset] _ProjectionMainTex ("Projection Texture GOBO 1", 2D) = "white"{} + _ProjectionUVMod ("Projection UV Scale Modifier 1", Range(0,2)) = 0 + //[NoScaleOffset] _ProjectionTex2 ("Projection Texture GOBO 2", 2D) = "white"{} + _ProjectionUVMod2 ("Projection UV Scale Modifier 2", Range(0,2)) = 0 + //[NoScaleOffset] _ProjectionTex3 ("Projection Texture GOBO 3", 2D) = "white"{} + _ProjectionUVMod3 ("Projection UV Scale Modifier 3", Range(0,2)) = 0 + //[NoScaleOffset] _ProjectionTex4 ("Projection Texture GOBO 4", 2D) = "white"{} + _ProjectionUVMod4 ("Projection UV Scale Modifier 4", Range(0,2)) = 0 + //[NoScaleOffset] _ProjectionTex5 ("Projection Texture GOBO 5", 2D) = "white"{} + _ProjectionUVMod5 ("Projection UV Scale Modifier 5", Range(0,2)) = 0 + //[NoScaleOffset] _ProjectionTex6 ("Projection Texture GOBO 6", 2D) = "white"{} + _ProjectionUVMod6 ("Projection UV Scale Modifier 6", Range(0,2)) = 0 + _ProjectionUVMod7 ("Projection UV Scale Modifier 7", Range(0,2)) = 0 + _ProjectionUVMod8 ("Projection UV Scale Modifier 8", Range(0,2)) = 0 + //[Space(8)] + + _RedMultiplier ("Red Channel Multiplier", Range(0, 5)) = 1 + _GreenMultiplier ("Green Channel Multiplier", Range(0, 5)) = 1 + _BlueMultiplier ("Blue Channel Multiplier", Range(0,5)) = 1 + //_Fade ("Fade mod", Range(0, 6)) = 1.5 + + + // [Space(16)] + + + + // [Space(48)] + // [Header(MAIN)] + // [Enum(Unity Default, 0, Non Linear, 1)]_LightProbeMethod("Light Probe Sampling", Int) = 0 + // [Enum(UVs, 0, Triplanar World, 1, Triplanar Object, 2)]_TextureSampleMode("Texture Mode", Int) = 0 + // _TriplanarFalloff("Triplanar Blend", Range(0.5,1)) = 1 + // _MainTex("Main Texture", 2D) = "white" {} + // _Color("Color", Color) = (1,1,1,1) + + // [Space(16)] + // [Header(NORMALS)] + // _BumpMap("Normal Map", 2D) = "bump" {} + // _BumpScale("Normal Scale", Range(-1,1)) = 1 + + // [Space(16)] + // [Header(METALLIC)] + // _MetallicGlossMap("Metallic Map", 2D) = "white" {} + // _Metallic("Metallic", Range(0,1)) = 0 + // _Glossiness("Smoothness", Range(0,1)) = 0 + + // [Space(16)] + // [Header(LIGHTMAPPING HACKS)] + // _SpecularLMOcclusion("Specular Occlusion", Range(0,1)) = 0 + // _SpecLMOcclusionAdjust("Spec Occlusion Sensitiviy", Range(0,1)) = 0.2 + // _LMStrength("Lightmap Strength", Range(0,1)) = 1 + // _RTLMStrength("Realtime Lightmap Strength", Range(0,1)) = 1 + + + + + } + SubShader + { + + Tags{ "Queue" = "Transparent+1" "IgnoreProjector"="True" "RenderType" = "Transparent" } + + Pass + { + + Cull Front + Ztest GEqual + ZWrite Off + Blend [_BlendSrc] [_BlendDst] + BlendOp [_BlendOp] + Offset -1, -1 + Lighting Off + + Stencil + { + Ref 142 + Comp NotEqual + Pass Keep + } + Tags{ "LightMode" = "Always" } + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + //#pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma instancing_options assumeuniformscaling + //#pragma multi_compile _DNENABLER_NONE _DNENABLER_USEDNTEXTURE + #define PROJECTION_YES //To identify the pass in the vert/frag shaders + #define PROJECTION_MOVER + + #include "UnityCG.cginc" + #include "../Shared/VRSL-Defines.cginc" //Property Defines are here + + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 texcoord : TEXCOORD1; + float4 color : COLOR; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float4 projectionorigin : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float3 ray : TEXCOORD2; + float4 screenPos : TEXCOORD4; + float4 color : COLOR; + float3 normal : TEXCOORD3; + float2 dmx: TEXCOORD10; + float4 projectionorigin : TEXCOORD5; + float4 worldDirection : TEXCOORD6; + float4 worldPos : TEXCOORD7; + float3 viewDir : TEXCOORD8; + float3 intensityStrobeWidth : TEXCOORD9; + float4 goboPlusSpinPanTilt : TEXCOORD11; + float4 rgbColor : TEXCOORD12; + float4 emissionColor : TEXCOORD13; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + #include "../Shared/VRSL-DMXFunctions.cginc" //Custom Functions + #include "VRSL-StandardMover-ProjectionFrag.cginc" //Fragment Shader is here + #include "VRSL-StandardMover-Vertex.cginc" //Vertex Shader is here + + ENDCG + + } + + + } + //CustomEditor "MoverProjectionLightCustomGUI" + //CustomEditor "MoverProjectionLightCustomGUI" + CustomEditor "VRSLInspector" +} diff --git a/Shaders/MovingLights/VRSL-StandardMover-ProjectionMesh.shader.meta b/Shaders/MovingLights/VRSL-StandardMover-ProjectionMesh.shader.meta new file mode 100644 index 0000000..8fffcad --- /dev/null +++ b/Shaders/MovingLights/VRSL-StandardMover-ProjectionMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e923d97391d92af458ef6f59e8f0963b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/MovingLights/VRSL-StandardMover-Vertex.cginc b/Shaders/MovingLights/VRSL-StandardMover-Vertex.cginc new file mode 100644 index 0000000..720de6f --- /dev/null +++ b/Shaders/MovingLights/VRSL-StandardMover-Vertex.cginc @@ -0,0 +1,516 @@ + //This file contains the vertex and fragment functions for both the ForwardBase and Forward Add pass. +//FOR MOVER LIGHT SHADER +#define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + +float4 calculateRotations(appdata v, float4 input, int normalsCheck, float pan, float tilt) +{ +// input = IF(worldspacecheck == 1, float4(UnityObjectToWorldNormal(v.normal).x * -1.0, UnityObjectToWorldNormal(v.normal).y * -1.0, UnityObjectToWorldNormal(v.normal).z * -1.0, 1), input) + + + + + //CALCULATE BASE ROTATION. MORE FUN MATH. THIS IS FOR PAN. + float angleY = radians(getOffsetY() + pan); + float c, s; + sincos(angleY, s, c); + + float3x3 rotateYMatrix = float3x3(c, -s, 0, + s, c, 0, + 0, 0, 1); + float3 BaseAndFixturePos = input.xyz; + + //INVERSION CHECK + rotateYMatrix = checkPanInvertY() == 1 ? transpose(rotateYMatrix) : rotateYMatrix; + + float3 localRotY = mul(rotateYMatrix, BaseAndFixturePos); + //LOCALROTY IS NEW ROTATION + + + //CALCULATE FIXTURE ROTATION. WOO FUN MATH. THIS IS FOR TILT. + + //set new origin to do transform + float3 newOrigin = input.w * _FixtureRotationOrigin.xyz; + //if input.w is 1 (vertex), origin changes + //if input.w is 0 (normal/tangent), origin doesn't change + + //subtract new origin from original origin for blue vertexes + input.xyz = v.color.b == 1.0 ? input.xyz - newOrigin : input.xyz; + + + //DO ROTATION + + + //#if defined(PROJECTION_YES) + //buffer[3] = GetTiltValue(sector); + //#endif + + + + float angleX = radians(getOffsetX() + tilt); + sincos(angleX, s, c); + float3x3 rotateXMatrix = float3x3(1, 0, 0, + 0, c, -s, + 0, s, c); + + //float4 fixtureVertexPos = input; + + //INVERSION CHECK + rotateXMatrix = checkTiltInvertZ() == 1 ? transpose(rotateXMatrix) : rotateXMatrix; + + //float4 localRotX = mul(rotateXMatrix, fixtureVertexPos); + //LOCALROTX IS NEW ROTATION + + + + //COMBINED ROTATION FOR FIXTURE + + float3x3 rotateXYMatrix = mul(rotateYMatrix, rotateXMatrix); + float3 localRotXY = mul(rotateXYMatrix, input.xyz); + //LOCALROTXY IS COMBINED ROTATION + + //Apply fixture rotation ONLY to those with blue vertex colors + + //apply LocalRotXY rotation then add back old origin + input.xyz = v.color.b == 1.0 ? localRotXY + newOrigin : input.xyz; + //input.xyz = v.color.b == 1.0 ? input.xyz + newOrigin : input.xyz; + + //appy LocalRotY rotation to lightfixture base; + input.xyz = v.color.g == 1.0 ? localRotY : input.xyz; + + return input; +} + +float4 InvertVolumetricRotations (float4 input, float pan, float tilt) +{ + float sX, cX, sY, cY; + float angleY = radians(getOffsetY() + pan); + sincos(angleY, sY, cY); + float3x3 rotateYMatrix = float3x3(cY, sY, 0, + -sY, cY, 0, + 0, 0, 1); + float3 BaseAndFixturePos = input.xyz; + + //INVERSION CHECK + rotateYMatrix = checkPanInvertY() == 1 ? transpose(rotateYMatrix) : rotateYMatrix; + + //float4 localRotY = mul(rotateYMatrix, BaseAndFixturePos); + //LOCALROTY IS NEW ROTATION + + + float tiltOffset = 90.0; + tiltOffset = checkTiltInvertZ() == 1 ? -tiltOffset : tiltOffset; + //set new origin to do transform + float4 newOrigin = input.w * _FixtureRotationOrigin; + input.xyz -= newOrigin; + + + float angleX = radians(getOffsetX() + (tiltOffset) + tilt); + sincos(angleX, sX, cX); + float3x3 rotateXMatrix = float3x3(1, 0, 0, + 0, cX, sX, + 0, -sX, cX); + + //float4 fixtureVertexPos = input; + + //INVERSION CHECK + rotateXMatrix = checkTiltInvertZ() == 1 ? transpose(rotateXMatrix) : rotateXMatrix; + //float4 localRotX = mul(rotateXMatrix, fixtureVertexPos); + + float3x3 rotateXYMatrix = mul(rotateXMatrix, rotateYMatrix); + float3 localRotXY = mul(rotateXYMatrix, input); + + input.xyz = localRotXY; + input.xyz += newOrigin; + return input; +} + +float4 CalculateProjectionScaleRange(appdata v, float4 input, float scalar) +{ + float4 oldinput = input; + float4 newOrigin = input.w * _ProjectionRangeOrigin; + input.xyz = input.xyz - newOrigin; + //Do stretch + input.xyz = input.xyz * scalar; + input.xyz = input.xyz + newOrigin; + input.xyz = (v.color.r == 1.0 && ceil(v.color.g) == 1) ? input.xyz : oldinput; + return input; + + +} + +float4 CalculateConeWidth(appdata v, float4 input, float scalar, uint dmx) +{ + #if defined(VOLUMETRIC_YES) + + // if((ceil(v.color.r) > 0 && ceil(v.color.g) < 1 && ceil(v.color.b) > 0 )) + // { + + //Set New Origin + float4 newOrigin = input.w * _FixtureRotationOrigin; + input.xyz = input.xyz - newOrigin; + scalar = -scalar; + + // Do Transformation + + //input.xy = input.xy + v.normal.xy * distanceFromFixture; + // v.tangent.y *= 0.1235; + #ifdef WASH + scalar *= 2.0; + scalar -= 2.50; + //scalar = clamp(scalar, 0.0, 50.0); + #endif + // if(v.color.r < 0.9) + // { + float distanceFromFixture = (v.uv.x) * (scalar); + distanceFromFixture = lerp(0, distanceFromFixture, pow(v.uv.x, _ConeSync)); + + input.z = (input.z) + (-v.normal.z) * (distanceFromFixture); + input.x = (input.x) + (-v.normal.x) * (distanceFromFixture); + float3 originStretch = input.xyz; + float3 stretchedcoords = ((-v.tangent.y)*getMaxConeLength(dmx)); + input.xyz = lerp(originStretch, (originStretch * stretchedcoords), pow(v.uv.x,lerp(1, 0.1, v.uv.x)-0.5)); + input.xyz = IF(v.uv.x < 0.001, originStretch, input.xyz); + //input.xyz = (originStretch * stretchedcoords); + // } + // else + // { + // float distanceFromFixture = (v.uv.x) * scalar; + // distanceFromFixture = lerp(0, distanceFromFixture, pow(v.uv.x, _ConeSync)); + // input.z = (input.z) + (v.normal.z) * distanceFromFixture; + // input.x = (input.x) + (v.normal.x) * distanceFromFixture; + // float3 originStretch = input.xyz; + // float3 stretchedcoords = (-v.tangent.y*getMaxConeLength()); + // input.xyz = lerp(originStretch, (originStretch * stretchedcoords), pow(v.uv.x,lerp(1, 0.1, v.uv.x)-0.5)); + // input.xyz = IF(v.uv.x < 0.001, originStretch, input.xyz); + // // input.xyz = (originStretch * stretchedcoords); + + // } + + //input.y *= _ConeLength; + + //Rest Origin + // input.y += _FixtureRotationOrigin.w; + input.xyz = input.xyz + newOrigin; + + return input; + // } + // else + // { + // return input; + // } + #endif + + #if defined(PROJECTION_YES) + if(ceil(v.color.g) >= 0.9 && ceil(v.color.r) >= 0.5) + { + float4 newOrigin = input.w * _ProjectionRangeOrigin; + input.xyz = input.xyz - newOrigin; + + // Do Transformation + float distanceFromFixture = (v.texcoord.x) * scalar; + //input.xy = input.xy + v.normal.xy * distanceFromFixture; + input.x = (input.x) + (v.normal.x) * distanceFromFixture; + input.z = (input.z) + (v.normal.z) * distanceFromFixture; + + //Rest Origin + input.xyz = input.xyz + newOrigin; + + return input; + + } + else + { + return input; + } + #endif + return input; + +} + +inline float4 CalculateFrustumCorrection() +{ + float x1 = -UNITY_MATRIX_P._31/(UNITY_MATRIX_P._11*UNITY_MATRIX_P._34); + float x2 = -UNITY_MATRIX_P._32/(UNITY_MATRIX_P._22*UNITY_MATRIX_P._34); + return float4(x1, x2, 0, UNITY_MATRIX_P._33/UNITY_MATRIX_P._34 + x1*UNITY_MATRIX_P._13 + x2*UNITY_MATRIX_P._23); +} + +float2 GetStripeInfo(uint goboSelection) +{ + //float2 result = float2(0.0,0.0); + switch(goboSelection) + { + // case 1: + // return float2(0.0f,0.0f); + case 2: + //result.x = _StripeSplit; + //result.y = _StripeSplitStrength; + return float2(_StripeSplit, _StripeSplitStrength); + case 3: + //result.x = _StripeSplit2; + //result.y = _StripeSplitStrength2; + return float2(_StripeSplit2, _StripeSplitStrength2); + case 4: + //result.x = _StripeSplit3; + //result.y = _StripeSplitStrength3; + return float2(_StripeSplit3, _StripeSplitStrength3); + case 5: + //result.x = _StripeSplit4; + //result.y = _StripeSplitStrength4; + return float2(_StripeSplit4, _StripeSplitStrength4); + case 6: + //result.x = _StripeSplit5; + //result.y = _StripeSplitStrength5; + return float2(_StripeSplit5, _StripeSplitStrength5); + case 7: + // result.x = _StripeSplit6; + // result.y = _StripeSplitStrength6; + return float2(_StripeSplit6, _StripeSplitStrength6); + case 8: + // result.x = _StripeSplit7; + // result.y = _StripeSplitStrength7; + return float2(_StripeSplit7, _StripeSplitStrength7); + default: + return float2(0.0f,0.0f); + } +} + + + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + + +//VERTEX SHADER +v2f vert (appdata v) +{ + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_OUTPUT(v2f, o); //DON'T INITIALIZE OR IT WILL BREAK PROJECTION + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + + + + uint dmx = getDMXChannel(); + float oscConeWidth = getOSCConeWidth(dmx); + float oscPanValue = GetPanValue(dmx); + float oscTiltValue = GetTiltValue(dmx); + v.vertex = CalculateConeWidth(v, v.vertex, oscConeWidth, dmx); + v.vertex = CalculateProjectionScaleRange(v, v.vertex, _ProjectionRange); + //calculate rotations for verts + v.vertex = calculateRotations(v, v.vertex, 0, oscPanValue, oscTiltValue); + #if defined(PROJECTION_YES) + o.projectionorigin = calculateRotations(v, _ProjectionRangeOrigin, 0, oscPanValue, oscTiltValue); + #endif + #if defined(VOLUMETRIC_YES) + float3 worldCam; + worldCam.x = unity_CameraToWorld[0][3]; + worldCam.y = unity_CameraToWorld[1][3]; + worldCam.z = unity_CameraToWorld[2][3]; + float3 objCamPos = mul(unity_WorldToObject, float4(worldCam, 1)).xyz; + objCamPos = InvertVolumetricRotations(float4(objCamPos,1), oscPanValue, oscTiltValue).xyz; + float len = length(objCamPos.xy); + len *= len; + float4 originScreenPos = ComputeScreenPos(UnityObjectToClipPos(_FixtureRotationOrigin)); + float2 originScreenUV = originScreenPos.xy / originScreenPos.w; + o.camAngleCamfade.x = saturate((1-distance(float2(0.5, 0.5), originScreenUV))-0.5); + o.blindingEffect = clamp(0.6/len,1.0,20.0); + //camAngle = lerp(1, camAngle, len); + //o.blindingEffect = lerp(1, o.blindingEffect * 2.5, o.camAngleCamfade.x); + // #ifndef WASH + float endBlind = lerp(1.0, o.blindingEffect, 0.15); + o.blindingEffect = lerp(endBlind, o.blindingEffect * 2.2, o.camAngleCamfade.x); + // #else + // o.blindingEffect = lerp(1, o.blindingEffect * 2.0, o.camAngleCamfade.x); + //#endif + //o.camAngle = camAngle; + //o.viewDir.yzw = objCamPos.xyz; + #endif + + //calculate rotations for normals, cast to float4 first with 0 as w + float4 newNormals = float4(v.normal.x, v.normal.y, v.normal.z, 0); + newNormals = calculateRotations(v, newNormals, 1, oscPanValue, oscTiltValue); + v.normal = newNormals.xyz; + + //calculate rotations for tangents, cast to float4 first with 0 as w + float4 newTangent = float4(v.tangent.x, v.tangent.y, v.tangent.z, 0); + newTangent = calculateRotations(v, newTangent, 1, oscPanValue, oscTiltValue); + v.tangent = newTangent.xyz; + + //original surface shader related code + #if !defined(VOLUMETRIC_YES) + float3 worldNormal = UnityObjectToWorldNormal(v.normal); + float3 tangent = UnityObjectToWorldDir(v.tangent); + float3 bitangent = cross(tangent, worldNormal); + #endif + + + #if !defined(PROJECTION_YES) && !defined(VOLUMETRIC_YES) + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + #endif + + #if defined(PROJECTION_YES) + + //UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + //move verts to clip space + o.pos = UnityObjectToClipPos(v.vertex); + o.emissionColor = getEmissionColor(); + //o.uv = TRANSFORM_TEX(v.uv, _ProjectionMainTex); + //get screen space position of verts + o.screenPos = ComputeScreenPos(o.pos); + //Putting in the vertex position before the transformation seems to somewhat move the projection correctly, but is still incorrect...? + o.ray = UnityObjectToViewPos(v.vertex).xyz; + //invert z axis so that it projects from camera properly + o.ray *= float3(1,1,-1); + //saving vertex color incase needing to perform rotation calculation in fragment shader + o.color = v.color; + o.dmx.x = (float)dmx; + + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + + //For Mirror Depth Correction + o.worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos; + // pack correction factor into direction w component to save space + o.worldDirection.w = dot(o.pos, CalculateFrustumCorrection()); + //o.viewDir = normalize(mul(UNITY_MATRIX_MV, v.vertex).xyz); // get normalized view dir + o.viewDir = normalize(UnityObjectToViewPos(v.vertex.xyz)); + o.viewDir /= o.viewDir.z; // rescale vector so z is 1.0 + //GET OSC/DMX VALUES + o.intensityStrobeWidth = float3(GetOSCIntensity(dmx, 1.0), GetStrobeOutput(dmx), oscConeWidth); + #ifdef WASH + float spinSpeed = 0.0; + #else + float spinSpeed = getGoboSpinSpeed(dmx); + #endif + o.goboPlusSpinPanTilt = float4(getOSCGoboSelection(dmx), spinSpeed, oscPanValue, oscTiltValue); + o.rgbColor = GetOSCColor(dmx); + if(((all(o.rgbColor <= float4(0.01,0.01,0.01,1)) || o.intensityStrobeWidth.x <= 0.01) && isOSC() == 1) || getGlobalIntensity() <= 0.005 || getFinalIntensity() <= 0.005 || all(o.emissionColor <= float4(0.005, 0.005, 0.005, 1.0))) + { + v.vertex = float4(0,0,0,0); + o.pos = UnityObjectToClipPos(v.vertex); + } + + //o.normal = v.normal; + #endif + + + #if defined(UNITY_PASS_FORWARDBASE) + o.uv1 = v.uv1; + o.uv2 = v.uv2; + #endif + + + //Volumetric Part - Vertex Shader + #if defined(VOLUMETRIC_YES) + o.pos = UnityObjectToClipPos(v.vertex); + //UNITY_INITIALIZE_OUTPUT(v2f, o); + //UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + // o.viewDir = ObjSpaceViewDir(v.vertex); + o.screenPos = ComputeScreenPos (o.pos); + //o.uvClone = v.uv2; + o.uv2 = TRANSFORM_TEX(v.uv2, _NoiseTex); + o.uv = TRANSFORM_TEX(v.uv, _LightMainTex); + //o.uv = UnityStereoScreenSpaceUVAdjust(uv, sb) + COMPUTE_EYEDEPTH(o.screenPos.z); + UNITY_TRANSFER_FOG(o,o.vertex); + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + o.camAngleCamfade.y = saturate(distance(worldCam, o.worldPos) - 0.5); + //For Mirror Depth Correction + o.worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos; + // pack correction factor into direction w component to save space + o.worldDirection.w = dot(o.pos, CalculateFrustumCorrection()); + //o.color = v.color; + //o.worldPos = mul(unity_ObjectToWorld, v.vertex); + //o.objPos = v.vertex; + o.objNormal = normalize(v.normal); + //o.bitan = bitangent; + + //o.tan = tangent; + //o.norm = worldNormal; + //GETTING DATA FROM OSC TEXTURE + o.intensityStrobeGOBOSpinSpeed = float4(GetOSCIntensity(dmx, 1.0),GetStrobeOutput(dmx), getGoboSpinSpeed(dmx), getOSCGoboSelection(dmx)); + o.intensityStrobeGOBOSpinSpeed.x = isOSC() == 1 ? o.intensityStrobeGOBOSpinSpeed.x : 1.0; + #if !defined(WASH) + uint gobo = isOSC() > 0 ? ceil(o.intensityStrobeGOBOSpinSpeed.w) : instancedGOBOSelection(); + o.stripeInfo = GetStripeInfo(gobo); + #endif + o.rgbColor = GetOSCColor(dmx); + if(((all(o.rgbColor <= float4(0.005,0.005,0.005,1)) || o.intensityStrobeGOBOSpinSpeed.x <= 0.01) && isOSC() == 1) || getGlobalIntensity() <= 0.005 || getFinalIntensity() <= 0.005) + { + v.vertex = float4(0,0,0,0); + o.pos = UnityObjectToClipPos(v.vertex); + } + #endif + + //Projection Part - Vertex Shader + // #if defined(PROJECTION_YES) + + + // #endif + + #if !defined(UNITY_PASS_SHADOWCASTER) && !defined(PROJECTION_YES) && !defined(VOLUMETRIC_YES) + + o.color = v.color; + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + o.objPos = v.vertex; + o.objNormal = v.normal; + o.intensityStrobe = float2(GetOSCIntensity(dmx, 1.0),GetStrobeOutput(dmx)); + o.rgbColor = GetOSCColor(dmx); + o.btn[0] = bitangent; + o.btn[1] = tangent; + o.btn[2] = worldNormal; + #if !defined(VOLUMETRIC_YES) && !defined (PROJECTION_YES) + UNITY_TRANSFER_SHADOW(o, o.uv); + + #endif + #else + #if !defined(VOLUMETRIC_YES) + o.color = v.color; + #endif + #endif + + + + return o; +} +#if defined(VOLUMETRIC_YES) +fixed4 frag (v2f i, fixed facePos : VFACE) : SV_Target +{ + return VolumetricLightingBRDF(i, facePos); +} +#endif +#if !defined(VOLUMETRIC_YES) +fixed4 frag (v2f i) : SV_Target +{ + + //Return only this if in the shadowcaster + #if defined(UNITY_PASS_SHADOWCASTER) + if(i.color.r > 0 && i.color.b > 0) + { + discard; + return half4(0,0,0,0); + } + else + { + SHADOW_CASTER_FRAGMENT(i); + } + + // #elif defined (VOLUMETRIC_YES) + // return VolumetricLightingBRDF(i); + #elif defined (PROJECTION_YES) + return ProjectionFrag(i); + + #else + return CustomStandardLightingBRDF(i); + #endif +} +#endif + + + diff --git a/Shaders/MovingLights/VRSL-StandardMover-Vertex.cginc.meta b/Shaders/MovingLights/VRSL-StandardMover-Vertex.cginc.meta new file mode 100644 index 0000000..79bcc39 --- /dev/null +++ b/Shaders/MovingLights/VRSL-StandardMover-Vertex.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1b82fc0ef46207c4b8ad24b7ec52d17a +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/MovingLights/VRSL-StandardMover-VolumetricFrag.cginc b/Shaders/MovingLights/VRSL-StandardMover-VolumetricFrag.cginc new file mode 100644 index 0000000..e7d7d2b --- /dev/null +++ b/Shaders/MovingLights/VRSL-StandardMover-VolumetricFrag.cginc @@ -0,0 +1,272 @@ +#define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + +//CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION +inline float CorrectedLinearEyeDepth(float z, float B) +{ + #if UNITY_REVERSED_Z + if (z == 0) + return LinearEyeDepth(z); + #endif + return 1.0 / (z/UNITY_MATRIX_P._34 + B); +} +float Fresnel(float3 Normal, float3 ViewDir, float Power) +{ + return pow(max(0, dot(Normal, -ViewDir)), Power); +} + +//3D noise based on iq's https://www.shadertoy.com/view/4sfGzS +//HLSL conversion by Orels1~ +half Noise(half3 p) +{ + half3 i = floor(p); p -= i; + p *= p * (3. - 2. * p); + half2 uv = (p.xy + i.xy + half2(37, 17) * i.z + .5)*0.00390625; + //uv.y *= -1; + float4 uv4 = float4(uv.x, uv.y * -1, 0.0, 0.0); + p.xy = tex2Dlod(_LightMainTex, uv4).yx; + return lerp(p.x, p.y, p.z); +} + +const float3x3 m = float3x3( 0.00, 0.80, 0.60, + -0.80, 0.36, -0.48, + -0.60, -0.48, 0.64 ); + + +float4 VolumetricLightingBRDF(v2f i, fixed facePos) +{ + //UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + UNITY_SETUP_INSTANCE_ID(i); + + float gi = getGlobalIntensity(); + float fi = getFinalIntensity(); + if(((all(i.rgbColor <= float4(0.005,0.005,0.005,1)) || i.intensityStrobeGOBOSpinSpeed.x <= 0.005) && isOSC() == 1) || gi <= 0.005 || fi <= 0.005) + { + return half4(0,0,0,0); + } + //uint gobo = instancedGOBOSelection(); + //Select Gobo! + //uint gobo = i.intensityStrobeGOBOSpinSpeed.w; + + //Initialize UVMap + half2 uvMap = half2(0.0,0.0); + + //replacement for _WorldSpaceCameraPos + float3 wpos; + wpos.x = unity_CameraToWorld[0][3]; + wpos.y = unity_CameraToWorld[1][3]; + wpos.z = unity_CameraToWorld[2][3]; + + //Get Gobo Spin speed information + float spinSpeed = (-i.intensityStrobeGOBOSpinSpeed.z) * UNITY_ACCESS_INSTANCED_PROP(Props,_EnableSpin); + //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + //Get Screen Pos UVs + //float perspectiveDivide = 1.0f / i.pos.w; + float4 direction = i.worldDirection * (1.0f / i.pos.w); + float2 screenUV = i.screenPos.xy / i.screenPos.w; + //Sampling Depth + float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenUV); + //Correct for mirrors as Eye Depth + depth = CorrectedLinearEyeDepth(depth, direction.w); + //Convert to Raw Depth + depth = (1.0 - (depth * _ZBufferParams.w)) / (depth * _ZBufferParams.z); + //Convert to Linear01 Deppth + depth = Linear01Depth(depth); + + + //Attempt to fade cone away when intersecting with another object + float intersectionFade = saturate(((depth * _ProjectionParams.z) - i.screenPos.w)); + //Attempt to fade cone away when intersecting with the camera. + //float cameraFade = i.camAngleCamfade.y; + + //Fade the camera less when you are closer to the source of the light. + i.camAngleCamfade.y = lerp(1.0, i.camAngleCamfade.y, saturate(pow(i.uv.x, 0.1))); + + //Set uv map properly and adjust for the length of the cone. + uvMap = half2(saturate(i.uv.x * getConeLength()), i.uv.y); + + i.uv.x = saturate(i.uv.x * 1.5); + + //Generate gradient for cone. + fixed gradientTexture = saturate((pow(-uvMap.x + 1, 2.25))); + fixed4 col = gradientTexture.r; + + //Calculate View Direction for fading edges. + //float3 viewDir = normalize(wpos - i.worldPos.xyz); + float3 viewDir = (wpos - i.worldPos.xyz); + viewDir = normalize(mul(unity_WorldToObject,float4(viewDir,0.0))); + //Initialize Edge Fade + float edgeFade = 0.0; + //Fade away edges of cone using a Fresnel calculation. + //Set the strength of the fade based on which side of t he polygon. + float threeDNoiseScale = 1.0; + if(facePos > 0) + { + edgeFade = Fresnel(-i.objNormal, viewDir, _InnerFadeStrength); + threeDNoiseScale = _Noise2Stretch; + } + else + { + //Reduce fade strength if closer to source of light + float fadeSTR = lerp(1.0, _FadeStrength, saturate(pow(i.uv.x, 0.1) + 0.05)); + edgeFade = Fresnel(i.objNormal, viewDir, fadeSTR); + threeDNoiseScale = _Noise2StretchInside; + } + + //Combine Gradient with emission color, intersection fade and camera fade. + col = col * getEmissionColor() * intersectionFade * i.camAngleCamfade.y; + + //Get Strobe information + float strobe = isStrobe() == 1 ? i.intensityStrobeGOBOSpinSpeed.y : 1; + + //Generate 2D noise texture, add scroll effect, and map to cone. + float2 texUV = i.uv2; + texUV.x = _Time * 0.75f + texUV.x; + texUV.y = _Time * 0.10f + texUV.y; + #if !defined(WASH) + float4 tex = tex2D(_NoiseTex, texUV); + #else + float4 tex = float4(1,1,1,1); + #endif + + //initialize 3D noise value and 2D noise strength value + float threeDNoise = 1.0f; + half np = 0.0f; + + //If we are using 3D noise... + if(_ToggleMagicNoise > 0) + { + //Get vertex/frag position in worldspace + float3 worldposNoise = i.worldPos.xyz; + //Add Scrolling effect + worldposNoise.x += (_Time * _Noise2X); + worldposNoise.y += (_Time * _Noise2Y); + worldposNoise.z += (_Time * _Noise2Z); + //Add Tiling effect + //float3 q = threeDNoiseScale * worldposNoise.xyz; + float3 q = float3(0,0,0); + q.x = threeDNoiseScale * worldposNoise.x; + q.y = threeDNoiseScale * worldposNoise.y; + q.z = threeDNoiseScale * worldposNoise.z; + + //Use IQ's noise calculation equation to calculate 3D noise in world space. + //Currently only sampling the noise twice as sampling anymore isn't creating any visible improvements. + threeDNoise = 0.5000f*Noise( q ); + q = mul(m,q)*2.01f; + threeDNoise += 0.2500f*Noise( q ); + // q = mul(m,q)*2.02; + // threeDNoise += 0.1250*Noise( q ); + // q = mul(m,q)*2.03; + // threeDNoise += 0.0625*Noise( q ); + // q = mul(m,q)*2.01; + + //If we aren't using gobos, remove the 2D noise effect + np = i.intensityStrobeGOBOSpinSpeed.w > 1 ? _NoisePower : 0.0; + //Set 3D Noise Power + #ifndef WASH + float newNP = lerp(_Noise2Power - 0.2, _Noise2Power, gradientTexture.r); + threeDNoise = lerp(1, threeDNoise, newNP); + #else + threeDNoise = lerp(1, threeDNoise, _Noise2Power); + #endif + } + //If we aren't using 3D noise.. + else + { + //If we are using gobos, add another 0.2 to the 2D noise power strength. + //np = i.intensityStrobeGOBOSpinSpeed.w > 1 ? clamp(0,1,_NoisePower + 0.2) : _NoisePower; + #ifndef WASH + np = i.intensityStrobeGOBOSpinSpeed.w > 1 ? clamp(0,1,_NoisePower + 0.2) : _NoisePower; + #else + //tex = tex2D(_NoiseTex, texUV); + np = _NoisePower; + #endif + } + + //Mix 2D noise Power + tex = lerp(fixed4(1, 1, 1, 1), tex, np); + + + + //Mix in blinding effect. + col*= ((i.blindingEffect)); + //col*=2.0; + col = lerp(col, fixed4(0,0,0,0), pow(i.uv.x,.5)); + + + //Beam Splitter and gobo spin + //const float pi = 3.14159265; + //Choose split strength and pattern based on information in i.stripeinfo. + #if !defined(WASH) + float splitter = (sin(i.uv.y * 3.14159265 * floor(i.stripeInfo.x) * 2.0f + ( spinSpeed * 5.0)) + 1.0); + + //Do not use beam splitting if we aren't using gobos. + float splitstr = IF(_GoboBeamSplitEnable == 1 && i.intensityStrobeGOBOSpinSpeed.w > 1, i.stripeInfo.y, 0); + splitter = lerp(1.0, splitter, splitstr); + #else + float splitter = 1.0; + #endif + + //Mix in 2D noise, beam splitting, and 3D noise. + // col *= tex; + // col *= splitter; + // col *= threeDNoise; + col *= tex * splitter * threeDNoise; + + //Add more power to Inner side of cone + float4 result = col; + #if !defined(WASH) + result = lerp(col,col * 25, saturate(pow(gradientTexture, _InnerIntensityCurve))); + #endif + //Mix in Frensel Edge Fade + result *= edgeFade; + + + if(isOSC() == 1) + { + result = lerp(fixed4(0,0,0,result.w), (result * i.rgbColor * strobe), i.intensityStrobeGOBOSpinSpeed.x * _FixtureMaxIntensity); + result = lerp(half4(0,0,0,result.w), result, i.intensityStrobeGOBOSpinSpeed.x * i.intensityStrobeGOBOSpinSpeed.x * 2); + } + else + { + result *= strobe; + } + result *= _FixtureMaxIntensity; + // result = isOSC() == 1 ? + // lerp(fixed4(0,0,0,result.w), (result * i.rgbColor * strobe), i.intensityStrobeGOBOSpinSpeed.x * _FixtureMaxIntensity) : + // result * strobe; + + // result = isOSC() == 1 ? + // lerp(half4(0,0,0,result.w), result, i.intensityStrobeGOBOSpinSpeed.x * i.intensityStrobeGOBOSpinSpeed.x * 2) : result; + + result = (i.intensityStrobeGOBOSpinSpeed.x <= _IntensityCutoff && isOSC() == 1) ? half4(0,0,0,result.w) : result; + + //Fixture lens is now apart of Volumetrics, calculation for lens strenght is here + //float maxBrightness = lerp(1.0, _LensMaxBrightness) + #if !defined(WASH) + float4 r2 = i.uv.x < 0.001 ? 10 * result * (_LensMaxBrightness * i.intensityStrobeGOBOSpinSpeed.x): result; + #else + float4 r2 = i.uv.x < 0.001 ? result * (_LensMaxBrightness * i.intensityStrobeGOBOSpinSpeed.x): result; + #endif + float gifi = (gi * gi) * (fi * fi) * _UniversalIntensity; + result = lerp(result, r2, gifi); + + //Find Greyscale value of cone. + float3 newCol = (result.r + result.g + result.b)/3; + float satMod = 5.0; + if(i.intensityStrobeGOBOSpinSpeed.w <= 1) + { + satMod = 0.0; + result *= 0.8; + + } + // float satMod = i.intensityStrobeGOBOSpinSpeed.w > 1 ? 5.0 : 0.0; + //Create fake white power effect at source of cone and use Saturation and Saturation Length to blend that effect + newCol.xyz = lerp(result.xyz,newCol * 10, saturate((pow(saturate(gradientTexture - 0.25), _SaturationLength - satMod)) * tex.r) +0.005); + result.xyz = (lerp(result.xyz, newCol.xyz, _Saturation)) * gifi; + //Mix in Camera angle into strength for outside faces, increase strength for inside faces. + result = facePos > 0 ? lerp(result * i.camAngleCamfade.x, result, i.camAngleCamfade.y) : result * 3; + + return result; + + +} \ No newline at end of file diff --git a/Shaders/MovingLights/VRSL-StandardMover-VolumetricFrag.cginc.meta b/Shaders/MovingLights/VRSL-StandardMover-VolumetricFrag.cginc.meta new file mode 100644 index 0000000..a44f079 --- /dev/null +++ b/Shaders/MovingLights/VRSL-StandardMover-VolumetricFrag.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4fcda7875d57b59479518f37383fe2b3 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/MovingLights/VRSL-StandardMover-VolumetricMesh.shader b/Shaders/MovingLights/VRSL-StandardMover-VolumetricMesh.shader new file mode 100644 index 0000000..c40d15f --- /dev/null +++ b/Shaders/MovingLights/VRSL-StandardMover-VolumetricMesh.shader @@ -0,0 +1,185 @@ +Shader "VRSL/Standard Mover/Volumetric" +{ + Properties + { + //[Header (INSTANCED PROPERITES)] + [HideInInspector]_DMXChannel ("Starting DMX Channel", Int) = 0 + [HideInInspector][Toggle] _PanInvert ("Invert Mover Pan", Int) = 0 + [HideInInspector][Toggle] _TiltInvert ("Invert Mover Tilt", Int) = 0 + + //[HideInInspector]_FinalStrobeFreq ("Final Strobe Frequency", Float) = 0 + //[HideInInspector]_NewTimer("New Timer From Udon For Strobe", Float) = 0 + + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [Toggle] _EnableExtraChannels ("Enable Cone Length Via DMX", Int) = 0 + [HideInInspector]_FixtureBaseRotationY("Mover Pan Offset (Blue + Green)", Range(-540,540)) = 0 + [HideInInspector]_FixtureRotationX("Mover Tilt Offset (Blue)", Range(-180,180)) = 0 + [HideInInspector]_ProjectionSelection ("GOBO Selection", Range(0,6)) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + [Toggle] _LegacyGoboRange ("Enable Legacy GOBO Range", Int) = 0 + + //[Header (BASIC CONTROLS)] + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _Saturation("Final Saturation", Range(0,1)) = 1 + _SaturationLength("Final Saturation Length", Range(1,20)) = 9 + _LensMaxBrightness("Lens Max Brightness", Range(0.01, 10)) = 5 + _ConeWidth("Cone Width", Range(0,5.5)) = 0 + _ConeLength("Cone Length", Range(1,10)) = 1 + _MaxConeLength("Max Cone Length", Range(1,10)) = 1 + _ConeSync ("Cone Scale Sync", Range(0,1)) = 0.2 + // _BlockLengthX("OSC Block Base Distance X", Float) = 0.019231 + // _BlockLengthY("OSC Block Base Distance Y", Float) = 0 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Source Blend mode", Float) = 2 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Destination Blend mode", Float) = 1 + [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0 + //[Space(16)] + + + //[Header(MOVER CONTROLS)] + + + _FixtureRotationOrigin("Fixture Pivot Origin", Float) = (0, 0.014709, -1.02868, 0) + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity And Color", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + [NoScaleOffset] _OSCGridSpinTimer ("OSC Grid Render Texture (For GOBO Spin Timings", 2D) = "white" {} + _MaxMinPanAngle("Max/Min Pan Angle (-x, x)", Float) = 180 + _MaxMinTiltAngle("Max/Min Tilt Angle (-y, y)", Float) = 180 + + //[Header(VOLUMETRIC LIGHTING CONTROLS)] + _LightMainTex ("Light Texture", 2D) = "white" {} + _NoiseTex ("NoiseTex", 2D) = "white" {} + _NoisePower("Noise Strength", Range(0, 1)) = 1 + _NoiseSeed ("Noise Seed", float) = 0 + [Toggle]_ToggleMagicNoise ("Toggle Magic Noise", Int) = 1 + _Noise2Stretch ("Outside Magic Noise Scale", Range(-10, 10)) = 1 + _Noise2StretchInside ("Inside Magic Noise Scale", Range(-10, 10)) = 1 + _Noise2X ("Magic Noise X Scroll", Range(-10, 10)) = 1 + _Noise2Y ("Magic Noise Y Scroll", Range(-10, 10)) = 1 + _Noise2Z ("Magic Noise Y Scroll", Range(-10, 10)) = 1 + _Noise2Power("Magic Noise Strength", Range(0, 1)) = 1 + //[NoScaleOffset]_InsideConeNormalMap("Inside Cone Normal Map", 2D) = "bump" {} + + _FixtureMaxIntensity ("Maximum Cone Intensity",Range (0,5)) = 1 + _PulseSpeed("Pulse Speed", Range(0,2)) = 0 + _FadeStrength("Edge Fade", Range(0.00001,10)) = 1 + _InnerFadeStrength("Inner Fade Strength", Range(0.00001,10)) = 0 + _InnerIntensityCurve("Inner Intensity Curve", Range(0.00001,20)) = 1 + _DistFade("Distance Fade", Range(0,20)) = 0.1 + _FadeAmt("Depth Blending", Range(0, 10)) = 0.1 + //_IntensityCutoff("Intensity Minimum Cut Off", Range (0, 1)) = 0.2 + [Toggle]_GoboBeamSplitEnable("Enable Splitting the beam on Gobos 2-6", Int) = 0 + _StripeSplit ("Stripe Split GOBO2", Range(0, 30)) = 0 + _StripeSplitStrength ("Stripe Split Strength G0B02", Range(0, 1)) = 0 + _StripeSplit2 ("Stripe Split GOBO3", Range(0, 30)) = 0 + _StripeSplitStrength2 ("Stripe Split Strength G0B03", Range(0, 1)) = 0 + _StripeSplit3 ("Stripe Split GOBO4", Range(0, 30)) = 0 + _StripeSplitStrength3 ("Stripe Split Strength G0B04", Range(0, 1)) = 0 + _StripeSplit4 ("Stripe Split GOBO5", Range(0, 30)) = 0 + _StripeSplitStrength4 ("Stripe Split Strength G0B05", Range(0, 1)) = 0 + _StripeSplit5 ("Stripe Split GOBO6", Range(0, 30)) = 0 + _StripeSplitStrength5 ("Stripe Split Strength G0B06", Range(0, 1)) = 0 + _StripeSplit6 ("Stripe Split GOBO7", Range(0, 30)) = 0 + _StripeSplitStrength6 ("Stripe Split Strength G0B07", Range(0, 1)) = 0 + _StripeSplit7 ("Stripe Split GOBO8", Range(0, 30)) = 0 + _StripeSplitStrength7 ("Stripe Split Strength G0B08", Range(0, 1)) = 0 + + + [Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + _SpinSpeed ("Auto Spin Speed", Range(0, 10)) = 0 + + + + + //[Space(16)] + + + + //[Toggle] _UseWorldNorm("Use World Normal vs View Normal", Float) = 0 + //[KeywordEnum(None, UseDNTexture)] _DNEnabler ("Enable Depth Normal Texture", Float) = 0 + + } + SubShader + { + + Tags{ "Queue" = "Transparent+2" "IgnoreProjector"="True" "RenderType" = "Transparent" } + //Volumetric Pass + + Pass + { + Blend One One + Cull Off + ZWrite Off + Lighting Off + Tags{ "LightMode" = "Always" } + Stencil + { + Ref 148 + Comp NotEqual + Pass Keep + } + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma instancing_options assumeuniformscaling + #define VOLUMETRIC_YES //To identify the pass in the vert/frag + + #include "UnityCG.cginc" + #include "../Shared/VRSL-Defines.cginc" //Property Defines are here + float3 thisIsAChange; + #include "../Shared/VRSL-DMXFunctions.cginc" //Custom Functions + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float4 color : COLOR; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float2 uv2 : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + centroid float2 uv : TEXCOORD0; + float blindingEffect : TEXCOORD1; + float4 worldPos : TEXCOORD2; + //float4 color : TEXCOORD3; + float2 camAngleCamfade : TEXCOORD5; + float4 screenPos : TEXCOORD6; + float4 pos : SV_POSITION; + //float3 objPos : TEXCOORD7; + centroid float3 objNormal : TEXCOORD8; + float2 stripeInfo : TEXCOORD9; + //float2 uvClone : TEXCOORD10; + //float3 norm : TEXCOORD11; + float2 uv2 : TEXCOORD13; + float4 worldDirection : TEXCOORD14; + float4 intensityStrobeGOBOSpinSpeed : TEXCOORD15; + float4 rgbColor : TEXCOORD16; + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + #include "VRSL-StandardMover-VolumetricFrag.cginc" //Fragment Shader is here + #include "VRSL-StandardMover-Vertex.cginc" //Vertex Shader is here + + + ENDCG + } + + } + CustomEditor "VRSLInspector" + //CustomEditor "MoverProjectionLightCustomGUI" +} diff --git a/Shaders/MovingLights/VRSL-StandardMover-VolumetricMesh.shader.meta b/Shaders/MovingLights/VRSL-StandardMover-VolumetricMesh.shader.meta new file mode 100644 index 0000000..93bdd76 --- /dev/null +++ b/Shaders/MovingLights/VRSL-StandardMover-VolumetricMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 67a0beb6b3a31dc4e8b2d2344df6a994 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/MovingLights/VRSL-WashMover-FixtureMesh.shader b/Shaders/MovingLights/VRSL-WashMover-FixtureMesh.shader new file mode 100644 index 0000000..745c38c --- /dev/null +++ b/Shaders/MovingLights/VRSL-WashMover-FixtureMesh.shader @@ -0,0 +1,182 @@ +Shader "VRSL/Wash Mover/Fixture" +{ + Properties + { + //[Header (INSTANCED PROPERITES)] + [HideInInspector]_DMXChannel ("Starting DMX Channel", Int) = 0 + [HideInInspector][Toggle] _PanInvert ("Invert Mover Pan", Int) = 0 + [HideInInspector][Toggle] _TiltInvert ("Invert Mover Tilt", Int) = 0 + + + //[HideInInspector]_FinalStrobeFreq ("Final Strobe Frequency", Float) = 0 + //[HideInInspector]_NewTimer("New Timer From Udon For Strobe", Float) = 0 + + [Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [HideInInspector]_FixtureBaseRotationY("Mover Pan Offset (Blue + Green)", Range(-540,540)) = 0 + [HideInInspector]_FixtureRotationX("Mover Tilt Offset (Blue)", Range(-180,180)) = 0 + [HideInInspector]_ProjectionSelection ("GOBO Selection", Range(0,6)) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + + //[Header (BASIC CONTROLS)] + + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _Saturation("Final Saturation", Range(0,1)) = 1 + _SaturationLength("Final Saturation Length", Range(0,0.2)) = 0.1 + _LensMaxBrightness("Lens Max Brightness", Range(0.00, 20)) = 5 + _ConeWidth("Cone Width", Range(0,5.5)) = 0 + _ConeLength("Cone Length", Range(1,10)) = 1 + _ConeSync ("Cone Scale Sync", Range(0,1)) = 0.2 + _FixutreIntensityMultiplier ("Intensity Multipler (For Bloom Scaling)", Range(1,10)) = 1 + + // _BlockLengthX("OSC Block Base Distance X", Float) = 0.019231 + // _BlockLengthY("OSC Block Base Distance Y", Float) = 0 + + // [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Source Blend mode", Float) = 2 + // [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Destination Blend mode", Float) = 1 + // [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0 + //[Space(16)] + + //[Header(MOVER CONTROLS)] + + + _FixtureRotationOrigin("Fixture Pivot Origin", Float) = (0, 0.014709, -1.02868, 0) + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity And Color", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + _MaxMinPanAngle("Max/Min Pan Angle (-x, x)", Float) = 180 + _MaxMinTiltAngle("Max/Min Tilt Angle (-y, y)", Float) = 180 + _FixtureMaxIntensity ("Maximum Cone Intensity",Range (0,0.5)) = 0.5 + + //_Fade ("Fade mod", Range(0, 6)) = 1.5 + + + + + // [Space(16)] + + + + // [Toggle] _UseWorldNorm("Use World Normal vs View Normal", Float) = 0 + //[KeywordEnum(None, UseDNTexture)] _DNEnabler ("Enable Depth Normal Texture", Float) = 0 + // _ModX ("Projection UV X Stretch", Range(-2, 2)) = 1 + // _ModY ("Projection UV Y Stretch", Range(-2, 2)) = 1 + + + + //[Space(48)] + //[Header(MAIN)] + [Enum(Unity Default, 0, Non Linear, 1)]_LightProbeMethod("Light Probe Sampling", Int) = 0 + // [Enum(UVs, 0, Triplanar World, 1, Triplanar Object, 2)]_TextureSampleMode("Texture Mode", Int) = 0 + // _TriplanarFalloff("Triplanar Blend", Range(0.5,1)) = 1 + _MainTex("Main Texture", 2D) = "white" {} + _Color("Color", Color) = (1,1,1,1) + + [Space(16)] + [Header(NORMALS)] + _BumpMap("Normal Map", 2D) = "bump" {} + _BumpScale("Normal Scale", Range(-1,1)) = 1 + + [Space(16)] + [Header(METALLIC)] + _MetallicGlossMap("Metallic Map", 2D) = "white" {} + _Metallic("Metallic", Range(0,1)) = 0 + _Glossiness("Smoothness", Range(0,1)) = 0 + + + + } + SubShader + { + + Tags{ "Queue" = "AlphaTest+1" "RenderType" = "Opaque" } + + Stencil + { + + Ref 142 + Comp GEqual + Pass Replace + //ZFail Replace + + } + + Pass + { + Tags{ "LightMode" = "ForwardBase" } + CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#pragma multi_compile_fwdbase +#pragma multi_compile_instancing + +//REMOVE THIS WHEN FINISHED DEBUGGING +//#pragma target 4.5 + +#define GEOMETRY + +#ifndef UNITY_PASS_FORWARDBASE +#define UNITY_PASS_FORWARDBASE +#endif + +#define FIXTURE_EMIT +#define WASH +//DEBUGGING BUFFER +RWStructuredBuffer buffer : register(u1); +RWStructuredBuffer buffer4 : register(u2); + +#include "UnityCG.cginc" +#include "Lighting.cginc" +#include "AutoLight.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float3 btn[3] : TEXCOORD3; //TEXCOORD2, TEXCOORD3 | bitangent, tangent, worldNormal + float3 worldPos : TEXCOORD6; + float3 objPos : TEXCOORD7; + float3 objNormal : TEXCOORD8; + float4 color : COLOR; + float2 intensityStrobe : TEXCOORD9; + float4 rgbColor : TEXCOORD10; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + SHADOW_COORDS(11) + }; + +#include "../Shared/VRSL-Defines.cginc" +#include "../Shared/VRSL-DMXFunctions.cginc" +#include "../Shared/VRSL-LightingFunctions.cginc" +#include "../Shared/VRSL-StandardLighting.cginc" +#include "VRSL-StandardMover-Vertex.cginc" + + ENDCG + } + //UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" + + + } + CustomEditor "VRSLInspector" +} diff --git a/Shaders/MovingLights/VRSL-WashMover-FixtureMesh.shader.meta b/Shaders/MovingLights/VRSL-WashMover-FixtureMesh.shader.meta new file mode 100644 index 0000000..d3364a8 --- /dev/null +++ b/Shaders/MovingLights/VRSL-WashMover-FixtureMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c8623e92e9e6857439b5241760cfb4d9 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/MovingLights/VRSL-WashMover-ProjectionMesh.shader b/Shaders/MovingLights/VRSL-WashMover-ProjectionMesh.shader new file mode 100644 index 0000000..a974c27 --- /dev/null +++ b/Shaders/MovingLights/VRSL-WashMover-ProjectionMesh.shader @@ -0,0 +1,217 @@ +Shader "VRSL/Wash Mover/Projection" +{ + + Properties + { + //[Header (INSTANCED PROPERITES)] + [HideInInspector]_DMXChannel ("Starting Channel", Int) = 0 + [HideInInspector][Toggle] _PanInvert ("Invert Mover Pan", Int) = 0 + [HideInInspector][Toggle] _TiltInvert ("Invert Mover Tilt", Int) = 0 + + //[HideInInspector]_FinalStrobeFreq ("Final Strobe Frequency", Float) = 0 + //[HideInInspector]_NewTimer("New Timer From Udon For Strobe", Float) = 0 + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [Toggle] _LegacyGoboRange ("Enable Legacy GOBO Range", Int) = 0 + [HideInInspector]_FixtureBaseRotationY("Mover Pan Offset (Blue + Green)", Range(-540,540)) = 0 + [HideInInspector]_FixtureRotationX("Mover Tilt Offset (Blue)", Range(-180,180)) = 0 + [HideInInspector]_ProjectionSelection ("GOBO Selection", Range(0,8)) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + + //[Header (BASIC CONTROLS)] + [HideInInspector]_FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + //[HDR]_StaticEmission("Static Light Color Tint", Color) = (1,1,1,1) + [Toggle] _EnableStaticEmissionColor("Enable Static Emission Color", Int) = 0 + _Saturation("Final Saturation", Range(0,1)) = 1 + _SaturationLength("Final Saturation Length", Range(0,0.2)) = 0.1 + _LensMaxBrightness("Lens Max Brightness", Range(0.01, 10)) = 5 + _ConeWidth("Cone Width", Range(0,5.5)) = 0 + _ConeLength("Cone Length", Range(1,10)) = 1 + _ConeSync ("Cone Scale Sync", Range(0,1)) = 0.2 + // _BlockLengthX("OSC Block Base Distance X", Float) = 0.019231 + // _BlockLengthY("OSC Block Base Distance Y", Float) = 0 + + [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Source Blend mode", Float) = 2 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Destination Blend mode", Float) = 1 + [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0 + //[Space(16)] + + //[Header(MOVER CONTROLS)] + + + _FixtureRotationOrigin("Fixture Pivot Origin", Float) = (0, 0.014709, -1.02868, 0) + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity And Color", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + [NoScaleOffset] _OSCGridSpinTimer ("OSC Grid Render Texture (For GOBO Spin Timings", 2D) = "white" {} + [Toggle] _EnableAudioReact ("Enable AudioLink Audio React", Int) = 0 + [NoScaleOffset] _AudioSpectrum("AudioSpectrum", 2D) = "black" {} + _MaxMinPanAngle("Max/Min Pan Angle (-x, x)", Float) = 180 + _MaxMinTiltAngle("Max/Min Tilt Angle (-y, y)", Float) = 180 + + _FixtureMaxIntensity ("Maximum Cone Intensity",Range (0,0.5)) = 0.5 + + // [Header(Divide)] + // _Divide ("Divide", Range(0, 30)) = 0 + // _DividePower ("Divide Strength", Range(0, 1)) = 0 + + //[Space(24)] + //[Header(PROJECTION GOBO SETTINGS)] + _ProjectionRotation("Static Projection UV Rotation", Range(-180, 180)) = 0 + _SpinSpeed ("Auto Spin Speed", Range(0, 10)) = 0 + _ProjectionIntensity ("Projection Intensity", Range(0,20)) = 0 + _ProjectionFade("Projection Edge Fade", Range(0,10)) = 0 + _ProjectionFadeCurve("Projection Edge Fade Harshness", Range(0, 10)) = 1 + _ProjectionDistanceFallOff("Projection Distance Fallof Strength", Range(0.005,0.5)) = 0.05 + _ProjectionRange ("Projection Drawing Range", Range(0,60)) = 0 + _ProjectionRangeOrigin ("Projection Drawing Range Scale Origin", Float) = (0, -0.07535, 0.12387, 0) + _ProjectionShadowHarshness("Projection Shadow Harshness", Range(0,1)) = 0 + + + [NoScaleOffset] _ProjectionMainTex ("Projection Texture GOBO 1", 2D) = "white"{} + _ProjectionUVMod ("Projection UV Scale Modifier 1", Range(0,2)) = 0 + //[NoScaleOffset] _ProjectionTex2 ("Projection Texture GOBO 2", 2D) = "white"{} + _ProjectionUVMod2 ("Projection UV Scale Modifier 2", Range(0,2)) = 0 + //[NoScaleOffset] _ProjectionTex3 ("Projection Texture GOBO 3", 2D) = "white"{} + _ProjectionUVMod3 ("Projection UV Scale Modifier 3", Range(0,2)) = 0 + //[NoScaleOffset] _ProjectionTex4 ("Projection Texture GOBO 4", 2D) = "white"{} + _ProjectionUVMod4 ("Projection UV Scale Modifier 4", Range(0,2)) = 0 + //[NoScaleOffset] _ProjectionTex5 ("Projection Texture GOBO 5", 2D) = "white"{} + _ProjectionUVMod5 ("Projection UV Scale Modifier 5", Range(0,2)) = 0 + //[NoScaleOffset] _ProjectionTex6 ("Projection Texture GOBO 6", 2D) = "white"{} + _ProjectionUVMod6 ("Projection UV Scale Modifier 6", Range(0,2)) = 0 + _ProjectionUVMod7 ("Projection UV Scale Modifier 7", Range(0,2)) = 0 + _ProjectionUVMod8 ("Projection UV Scale Modifier 8", Range(0,2)) = 0 + //[Space(8)] + + _RedMultiplier ("Red Channel Multiplier", Range(0, 5)) = 1 + _GreenMultiplier ("Green Channel Multiplier", Range(0, 5)) = 1 + _BlueMultiplier ("Blue Channel Multiplier", Range(0,5)) = 1 + //_Fade ("Fade mod", Range(0, 6)) = 1.5 + + + // [Space(16)] + + + + // [Space(48)] + // [Header(MAIN)] + // [Enum(Unity Default, 0, Non Linear, 1)]_LightProbeMethod("Light Probe Sampling", Int) = 0 + // [Enum(UVs, 0, Triplanar World, 1, Triplanar Object, 2)]_TextureSampleMode("Texture Mode", Int) = 0 + // _TriplanarFalloff("Triplanar Blend", Range(0.5,1)) = 1 + // _MainTex("Main Texture", 2D) = "white" {} + // _Color("Color", Color) = (1,1,1,1) + + // [Space(16)] + // [Header(NORMALS)] + // _BumpMap("Normal Map", 2D) = "bump" {} + // _BumpScale("Normal Scale", Range(-1,1)) = 1 + + // [Space(16)] + // [Header(METALLIC)] + // _MetallicGlossMap("Metallic Map", 2D) = "white" {} + // _Metallic("Metallic", Range(0,1)) = 0 + // _Glossiness("Smoothness", Range(0,1)) = 0 + + // [Space(16)] + // [Header(LIGHTMAPPING HACKS)] + // _SpecularLMOcclusion("Specular Occlusion", Range(0,1)) = 0 + // _SpecLMOcclusionAdjust("Spec Occlusion Sensitiviy", Range(0,1)) = 0.2 + // _LMStrength("Lightmap Strength", Range(0,1)) = 1 + // _RTLMStrength("Realtime Lightmap Strength", Range(0,1)) = 1 + + + + + } + SubShader + { + + Tags{ "Queue" = "Transparent+1" "IgnoreProjector"="True" "RenderType" = "Transparent" } + + Pass + { + + Cull Front + Ztest GEqual + ZWrite Off + Blend [_BlendSrc] [_BlendDst] + BlendOp [_BlendOp] + Offset -1, -1 + Lighting Off + + Stencil + { + Ref 142 + Comp NotEqual + Pass Keep + } + Tags{ "LightMode" = "Always" } + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + //#pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma instancing_options assumeuniformscaling + //#pragma multi_compile _DNENABLER_NONE _DNENABLER_USEDNTEXTURE + #define PROJECTION_YES //To identify the pass in the vert/frag shaders + #define PROJECTION_MOVER + #define WASH + + #include "UnityCG.cginc" + #include "../Shared/VRSL-Defines.cginc" //Property Defines are here + + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 texcoord : TEXCOORD1; + float4 color : COLOR; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float4 projectionorigin : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float3 ray : TEXCOORD2; + float4 screenPos : TEXCOORD4; + float4 color : COLOR; + float3 normal : TEXCOORD3; + float2 dmx: TEXCOORD10; + float4 projectionorigin : TEXCOORD5; + float4 worldDirection : TEXCOORD6; + float4 worldPos : TEXCOORD7; + float3 viewDir : TEXCOORD8; + float3 intensityStrobeWidth : TEXCOORD9; + float4 goboPlusSpinPanTilt : TEXCOORD11; + float4 rgbColor : TEXCOORD12; + float4 emissionColor : TEXCOORD13; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + #include "../Shared/VRSL-DMXFunctions.cginc" //Custom Functions + #include "VRSL-StandardMover-ProjectionFrag.cginc" //Fragment Shader is here + #include "VRSL-StandardMover-Vertex.cginc" //Vertex Shader is here + + ENDCG + + } + + + } + //CustomEditor "MoverProjectionLightCustomGUI" + //CustomEditor "MoverProjectionLightCustomGUI" + CustomEditor "VRSLInspector" +} diff --git a/Shaders/MovingLights/VRSL-WashMover-ProjectionMesh.shader.meta b/Shaders/MovingLights/VRSL-WashMover-ProjectionMesh.shader.meta new file mode 100644 index 0000000..b4d4eb3 --- /dev/null +++ b/Shaders/MovingLights/VRSL-WashMover-ProjectionMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ce3c400a1c758ae48b94d80f26617ca3 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/MovingLights/VRSL-WashMover-VolumetricMesh.shader b/Shaders/MovingLights/VRSL-WashMover-VolumetricMesh.shader new file mode 100644 index 0000000..1c44bf6 --- /dev/null +++ b/Shaders/MovingLights/VRSL-WashMover-VolumetricMesh.shader @@ -0,0 +1,183 @@ +Shader "VRSL/Wash Mover/Volumetric" +{ + Properties + { + //[Header (INSTANCED PROPERITES)] + [HideInInspector]_DMXChannel ("Starting DMX Channel", Int) = 0 + [HideInInspector][Toggle] _PanInvert ("Invert Mover Pan", Int) = 0 + [HideInInspector][Toggle] _TiltInvert ("Invert Mover Tilt", Int) = 0 + + //[HideInInspector]_FinalStrobeFreq ("Final Strobe Frequency", Float) = 0 + //[HideInInspector]_NewTimer("New Timer From Udon For Strobe", Float) = 0 + [Toggle] _EnableExtraChannels ("Enable Extra Channels", Int) = 0 + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [HideInInspector]_FixtureBaseRotationY("Mover Pan Offset (Blue + Green)", Range(-540,540)) = 0 + [HideInInspector]_FixtureRotationX("Mover Tilt Offset (Blue)", Range(-180,180)) = 0 + [HideInInspector]_ProjectionSelection ("GOBO Selection", Range(0,6)) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + [Toggle] _LegacyGoboRange ("Enable Legacy GOBO Range", Int) = 0 + + //[Header (BASIC CONTROLS)] + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _Saturation("Final Saturation", Range(0,1)) = 1 + _SaturationLength("Final Saturation Length", Range(1,20)) = 9 + _LensMaxBrightness("Lens Max Brightness", Range(0.01, 10)) = 5 + _ConeWidth("Cone Width", Range(0,5.5)) = 0 + _ConeLength("Cone Length", Range(1,10)) = 1 + _MaxConeLength("Max Cone Length", Range(1,10)) = 1 + _ConeSync ("Cone Scale Sync", Range(0,1)) = 0.2 + // _BlockLengthX("OSC Block Base Distance X", Float) = 0.019231 + // _BlockLengthY("OSC Block Base Distance Y", Float) = 0 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Source Blend mode", Float) = 2 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Destination Blend mode", Float) = 1 + [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0 + //[Space(16)] + + //[Header(MOVER CONTROLS)] + + + _FixtureRotationOrigin("Fixture Pivot Origin", Float) = (0, 0.014709, -1.02868, 0) + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity And Color", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + [NoScaleOffset] _OSCGridSpinTimer ("OSC Grid Render Texture (For GOBO Spin Timings", 2D) = "white" {} + _MaxMinPanAngle("Max/Min Pan Angle (-x, x)", Float) = 180 + _MaxMinTiltAngle("Max/Min Tilt Angle (-y, y)", Float) = 180 + + //[Header(VOLUMETRIC LIGHTING CONTROLS)] + _LightMainTex ("Light Texture", 2D) = "white" {} + _NoiseTex ("NoiseTex", 2D) = "white" {} + _NoisePower("Noise Strength", Range(0, 1)) = 1 + _NoiseSeed ("Noise Seed", float) = 0 + [Toggle]_ToggleMagicNoise ("Toggle Magic Noise", Int) = 1 + _Noise2Stretch ("Outside Magic Noise Scale", Range(-10, 10)) = 1 + _Noise2StretchInside ("Inside Magic Noise Scale", Range(-10, 10)) = 1 + _Noise2X ("Magic Noise X Scroll", Range(-10, 10)) = 1 + _Noise2Y ("Magic Noise Y Scroll", Range(-10, 10)) = 1 + _Noise2Z ("Magic Noise Y Scroll", Range(-10, 10)) = 1 + _Noise2Power("Magic Noise Strength", Range(0, 1)) = 1 + //[NoScaleOffset]_InsideConeNormalMap("Inside Cone Normal Map", 2D) = "bump" {} + + _FixtureMaxIntensity ("Maximum Cone Intensity",Range (0,5)) = 1 + _PulseSpeed("Pulse Speed", Range(0,2)) = 0 + _FadeStrength("Edge Fade", Range(0.00001,10)) = 1 + _InnerFadeStrength("Inner Fade Strength", Range(0.00001,10)) = 0 + _InnerIntensityCurve("Inner Intensity Curve", Range(0.00001,20)) = 1 + _DistFade("Distance Fade", Range(0,20)) = 0.1 + _FadeAmt("Depth Blending", Range(0, 10)) = 0.1 + //_IntensityCutoff("Intensity Minimum Cut Off", Range (0, 1)) = 0.2 + [Toggle]_GoboBeamSplitEnable("Enable Splitting the beam on Gobos 2-6", Int) = 0 + _StripeSplit ("Stripe Split GOBO2", Range(0, 30)) = 0 + _StripeSplitStrength ("Stripe Split Strength G0B02", Range(0, 1)) = 0 + _StripeSplit2 ("Stripe Split GOBO3", Range(0, 30)) = 0 + _StripeSplitStrength2 ("Stripe Split Strength G0B03", Range(0, 1)) = 0 + _StripeSplit3 ("Stripe Split GOBO4", Range(0, 30)) = 0 + _StripeSplitStrength3 ("Stripe Split Strength G0B04", Range(0, 1)) = 0 + _StripeSplit4 ("Stripe Split GOBO5", Range(0, 30)) = 0 + _StripeSplitStrength4 ("Stripe Split Strength G0B05", Range(0, 1)) = 0 + _StripeSplit5 ("Stripe Split GOBO6", Range(0, 30)) = 0 + _StripeSplitStrength5 ("Stripe Split Strength G0B06", Range(0, 1)) = 0 + _StripeSplit6 ("Stripe Split GOBO7", Range(0, 30)) = 0 + _StripeSplitStrength6 ("Stripe Split Strength G0B07", Range(0, 1)) = 0 + _StripeSplit7 ("Stripe Split GOBO8", Range(0, 30)) = 0 + _StripeSplitStrength7 ("Stripe Split Strength G0B08", Range(0, 1)) = 0 + + + [Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + _SpinSpeed ("Auto Spin Speed", Range(0, 10)) = 0 + + + + + //[Space(16)] + + + + //[Toggle] _UseWorldNorm("Use World Normal vs View Normal", Float) = 0 + //[KeywordEnum(None, UseDNTexture)] _DNEnabler ("Enable Depth Normal Texture", Float) = 0 + + } + SubShader + { + + Tags{ "Queue" = "Transparent+2" "IgnoreProjector"="True" "RenderType" = "Transparent" } + //Volumetric Pass + + Pass + { + Blend One One + Cull Off + ZWrite Off + Lighting Off + Tags{ "LightMode" = "Always" } + Stencil + { + Ref 148 + Comp NotEqual + Pass Keep + } + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma instancing_options assumeuniformscaling + #define VOLUMETRIC_YES //To identify the pass in the vert/frag + #define WASH + #include "UnityCG.cginc" + #include "../Shared/VRSL-Defines.cginc" //Property Defines are here + float3 thisIsAChange; + #include "../Shared/VRSL-DMXFunctions.cginc" //Custom Functions + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float4 color : COLOR; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float2 uv2 : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + centroid float2 uv : TEXCOORD0; + float blindingEffect : TEXCOORD1; + float4 worldPos : TEXCOORD2; + //float4 color : TEXCOORD3; + float2 camAngleCamfade : TEXCOORD5; + float4 screenPos : TEXCOORD6; + float4 pos : SV_POSITION; + //float3 objPos : TEXCOORD7; + centroid float3 objNormal : TEXCOORD8; + float2 stripeInfo : TEXCOORD9; + //float2 uvClone : TEXCOORD10; + //float3 norm : TEXCOORD11; + float2 uv2 : TEXCOORD13; + float4 worldDirection : TEXCOORD14; + float4 intensityStrobeGOBOSpinSpeed : TEXCOORD15; + float4 rgbColor : TEXCOORD16; + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + #include "VRSL-StandardMover-VolumetricFrag.cginc" //Fragment Shader is here + #include "VRSL-StandardMover-Vertex.cginc" //Vertex Shader is here + + + ENDCG + } + + } + CustomEditor "VRSLInspector" + //CustomEditor "MoverProjectionLightCustomGUI" +} diff --git a/Shaders/MovingLights/VRSL-WashMover-VolumetricMesh.shader.meta b/Shaders/MovingLights/VRSL-WashMover-VolumetricMesh.shader.meta new file mode 100644 index 0000000..a78de10 --- /dev/null +++ b/Shaders/MovingLights/VRSL-WashMover-VolumetricMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: da75de52174b0924f9a93e9a37146aed +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Shared.meta b/Shaders/Shared.meta new file mode 100644 index 0000000..573932d --- /dev/null +++ b/Shaders/Shared.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 31368be23f7ca9e4da61a02387b99c47 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Shared/VRSL-DMXFunctions.cginc b/Shaders/Shared/VRSL-DMXFunctions.cginc new file mode 100644 index 0000000..fe0a728 --- /dev/null +++ b/Shaders/Shared/VRSL-DMXFunctions.cginc @@ -0,0 +1,315 @@ +#define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + +uint getDMXChannel() +{ + return (uint) round(UNITY_ACCESS_INSTANCED_PROP(Props, _DMXChannel)); +} + +uint checkPanInvertY() +{ + return (uint) UNITY_ACCESS_INSTANCED_PROP(Props, _PanInvert); +} +uint checkTiltInvertZ() +{ + return (uint) UNITY_ACCESS_INSTANCED_PROP(Props, _TiltInvert); +} + +float2 LegacyRead(int channel, int sector) +{ + // say we were on sector 6 + // we need to move over 2 sectors + // and we need to move up 3 sectors + + //1 sector is every 13 channels + float x = 0.02000; + float y = 0.02000; + //TRAVERSING THE Y AXIS OF THE OSC GRID + float ymod = floor(sector / 2.0); + + //TRAVERSING THE X AXIS OF THE OSC GRID + float xmod = sector % 2.0; + + x+= (xmod * 0.50); + y+= (ymod * 0.04); + + x+= (channel * 0.04); + //we are now on the correct + return float2(x,y); + +} + +float2 IndustryRead(int x, int y, uint DMXChannel) +{ + + float resMultiplierX = (_OSCGridRenderTextureRAW_TexelSize.z / 13); + float2 xyUV = float2(0.0,0.0); + + xyUV.x = ((x * resMultiplierX) * _OSCGridRenderTextureRAW_TexelSize.x); + xyUV.y = (y * resMultiplierX) * _OSCGridRenderTextureRAW_TexelSize.y; + xyUV.y -= 0.001; + xyUV.x -= 0.015; + // xyUV.x = DMXChannel == 15 ? xyUV.x + 0.0769 : xyUV.x; + return xyUV; +} + +//function for getting the value on the OSC Grid in the bottom right corner configuration +float getValueAtCoords(uint DMXChannel, sampler2D _Tex) +{ + //DMXChannel = DMXChannel == 15.0 ? DMXChannel + 1 : DMXChannel; + uint x = DMXChannel % 13; // starts at 1 ends at 13 + x = x == 0.0 ? 13.0 : x; + float y = DMXChannel / 13.0; // starts at 1 // doubles as sector + y = frac(y)== 0.00000 ? y - 1 : y; + if(x == 13.0) //for the 13th channel of each sector... Go down a sector for these DMX Channel Ranges... + { + + //I don't know why, but we need this for some reason otherwise the 13th channel gets shifted around improperly. + //I"m not sure how to express these exception ranges mathematically. Doing so would be much more cleaner though. + y = DMXChannel >= 90 && DMXChannel <= 404 ? y - 1 : y; + y = DMXChannel >= 676 && DMXChannel <= 819 ? y - 1 : y; + y = DMXChannel >= 1339 ? y - 1 : y; + } + + // y = (y > 6 && y < 31) && x == 13.0 ? y - 1 : y; + + float2 xyUV = _EnableCompatibilityMode == 1 ? LegacyRead(x-1.0,y) : IndustryRead(x,(y + 1.0), DMXChannel); + + float4 uvcoords = float4(xyUV.x, xyUV.y, 0,0); + float4 c = tex2Dlod(_Tex, uvcoords); + float3 cRGB = float3(c.r, c.g, c.b); + float value = LinearRgbToLuminance(cRGB); + value = LinearToGammaSpaceExact(value); + return value; +} + +float getValueAtCoordsRaw(uint DMXChannel, sampler2D _Tex) +{ + // DMXChannel = DMXChannel == 15.0 ? DMXChannel + 1 : DMXChannel; + uint x = DMXChannel % 13; // starts at 1 ends at 13 + x = x == 0.0 ? 13.0 : x; + float y = DMXChannel / 13.0; // starts at 1 // doubles as sector + y = frac(y)== 0.00000 ? y - 1 : y; + + float2 xyUV = _EnableCompatibilityMode == 1 ? LegacyRead(x-1.0,y) : IndustryRead(x,(y + 1.0), DMXChannel); + + float4 uvcoords = float4(xyUV.x, xyUV.y, 0,0); + float4 c = tex2Dlod(_Tex, uvcoords); + + return c.r; +} + +///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#if defined(VOLUMETRIC_YES) || defined(PROJECTION_YES) || defined(FIXTURE_EMIT) + float getMinMaxPan() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_MaxMinPanAngle); + } + float getMinMaxTilt() + { + return UNITY_ACCESS_INSTANCED_PROP(Props,_MaxMinTiltAngle); + } +#endif + +uint isOSC() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props,_EnableOSC); +} + +uint isStrobe() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props,_EnableStrobe); +} + +uint instancedGOBOSelection() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props,_ProjectionSelection); +} + +float getOffsetX() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props,_FixtureRotationX); +} + +float getOffsetY() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props,_FixtureBaseRotationY); +} + +float getStrobeFreq() + +{ + return UNITY_ACCESS_INSTANCED_PROP(Props,_StrobeFreq); +} +float4 getEmissionColor() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props,_Emission); +} + +float getConeWidth() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props,_ConeWidth) - 1.0; +} + +uint isGOBOSpin() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props,_EnableSpin); +} + +float getConeLength() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props, _ConeLength); +} +float getMaxConeLength(uint DMXChannel) +{ + #ifdef VOLUMETRIC_YES + float mcl = UNITY_ACCESS_INSTANCED_PROP(Props, _MaxConeLength); + return isOSC() == 1 && _EnableExtraChannels == 1 ? mcl + (getValueAtCoords(DMXChannel+1, _OSCGridRenderTextureRAW) * 4) : mcl; + #else + return UNITY_ACCESS_INSTANCED_PROP(Props, _MaxConeLength); + #endif +} + +float getGlobalIntensity() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props, _GlobalIntensity); +} + +float getFinalIntensity() +{ + return UNITY_ACCESS_INSTANCED_PROP(Props, _FinalIntensity); +} + +float GetStrobeOutput(uint DMXChannel) +{ + + float phase = getValueAtCoordsRaw(DMXChannel + 6, _OSCGridStrobeTimer); + float status = getValueAtCoords(DMXChannel + 6, _OSCGridRenderTextureRAW); + + half strobe = (sin(phase));//Get sin wave + strobe = IF(strobe > 0.0, 1.0, 0.0);//turn to square wave + //strobe = saturate(strobe); + + strobe = IF(status > 0.2, strobe, 1); //minimum channel threshold set + + //check if we should even be strobing at all. + strobe = IF(isOSC() == 1, strobe, 1); + strobe = IF(isStrobe() == 1, strobe, 1); + + return strobe; + +} +float GetStrobeOutputFiveCH(uint DMXChannel) +{ + + float phase = getValueAtCoordsRaw(DMXChannel + 4, _OSCGridStrobeTimer); + float status = getValueAtCoords(DMXChannel + 4, _OSCGridRenderTextureRAW); + + half strobe = (sin(phase));//Get sin wave + strobe = IF(strobe > 0.0, 1.0, 0.0);//turn to square wave + //strobe = saturate(strobe); + + strobe = IF(status > 0.2, strobe, 1); //minimum channel threshold set + + //check if we should even be strobing at all. + strobe = IF(isOSC() == 1, strobe, 1); + strobe = IF(isStrobe() == 1, strobe, 1); + + return strobe; + +} +float getOSCGoboSelection(uint DMXChannel) +{ + float goboSelect = 30.0; + + #if defined(PROJECTION_MOVER) || defined (VOLUMETRIC_YES) + goboSelect = IF(UNITY_ACCESS_INSTANCED_PROP(Props, _LegacyGoboRange) > 0, 42.5, goboSelect); + #endif + + uint value = round(((getValueAtCoords(DMXChannel + 11, _OSCGridRenderTextureRAW))*255)/goboSelect); + value = isOSC() > 0.0 ? value : instancedGOBOSelection(); + return clamp(value, 1, 8) -0.1; +} + +float getGoboSpinSpeed (uint DMXChannel) +{ + // float speed = getValueAtCoords(DMXChannel + 10, _OSCGridRenderTextureRAW); + // speed = speed > 0.5 ? -(speed - 0.5) : speed; + // speed = abs(speed) < 0.05 ? 0 : speed; + // return speed * 8; + #if defined(PROJECTION_YES) || defined(VOLUMETRIC_YES) + float status = getValueAtCoords(DMXChannel + 10, _OSCGridRenderTextureRAW); + float phase = getValueAtCoordsRaw(DMXChannel + 10, _OSCGridSpinTimer); + phase = checkPanInvertY() == 1 ? -phase : phase; + return status > 0.5 ? -phase : phase; + #endif + return 0.0; +} + +//function for getting the Intensity Value (Channel 6) +float GetOSCIntensity(uint DMXChannel, float multiplier) +{ + return getValueAtCoords(DMXChannel + 5, _OSCGridRenderTextureRAW) * multiplier; +} + +//function for getting the Pan Value (Channel 2) +float GetFinePanValue(uint DMXChannel) +{ + return getValueAtCoords(DMXChannel+1, _OSCGridRenderTexture); +} +float GetPanValue(uint DMXChannel) +{ + float inputValue = getValueAtCoords(DMXChannel, _OSCGridRenderTexture); + //inputValue = (inputValue + (GetFinePanValue(DMXChannel) * 0.01)); + #if defined(VOLUMETRIC_YES) || defined(PROJECTION_YES) || defined(FIXTURE_EMIT) + return IF(isOSC() == 1, ((getMinMaxPan() * 2) * (inputValue)) - getMinMaxPan(), 0.0); + #else + return IF(isOSC() == 1, ((_MaxMinPanAngle * 2) * (inputValue)) - _MaxMinPanAngle, 0.0); + #endif +} + + +float GetFineTiltValue(uint DMXChannel) +{ + return getValueAtCoords(DMXChannel+3, _OSCGridRenderTexture); +} + +//function for getting the Tilt Value (Channel 3) +float GetTiltValue(uint DMXChannel) +{ + float inputValue = getValueAtCoords(DMXChannel + 2, _OSCGridRenderTexture); + //inputValue = (inputValue + (GetFineTiltValue(DMXChannel) * 0.01)); + #if defined(VOLUMETRIC_YES) || defined(PROJECTION_YES) || defined(FIXTURE_EMIT) + return IF(isOSC() == 1, ((getMinMaxTilt() * 2) * (inputValue)) - getMinMaxTilt(), 0.0); + #else + return IF(isOSC() == 1, ((_MaxMinTiltAngle * 2) * (inputValue)) - _MaxMinTiltAngle, 0.0); + #endif + +} + +//Function for getting the RGB Color Value (Channels 4, 5, and 6) +float4 GetOSCColor(uint DMXChannel) +{ + float redchannel = getValueAtCoords(DMXChannel + 7, _OSCGridRenderTextureRAW); + float greenchannel = getValueAtCoords(DMXChannel + 8, _OSCGridRenderTextureRAW); + float bluechannel = getValueAtCoords(DMXChannel + 9, _OSCGridRenderTextureRAW); + + #if defined(PROJECTION_YES) + redchannel = redchannel * _RedMultiplier; + bluechannel = bluechannel * _BlueMultiplier; + greenchannel = greenchannel * _GreenMultiplier; + #endif + + + //return IF(isOSC() == 1,lerp(fixed4(0,0,0,1), float4(redchannel,greenchannel,bluechannel,1), GetOSCIntensity(DMXChannel, _FixtureMaxIntensity)), float4(redchannel,greenchannel,bluechannel,1) * GetOSCIntensity(DMXChannel, _FixtureMaxIntensity)); + return lerp(fixed4(0,0,0,1), float4(redchannel,greenchannel,bluechannel,1), GetOSCIntensity(DMXChannel, _FixtureMaxIntensity)); +} + +float getOSCConeWidth(uint DMXChannel) //Motor Speed Channel// CHANNEL 5 +{ + float inputvalue = getValueAtCoords(DMXChannel + 4, _OSCGridRenderTextureRAW); + float OSCWidth = lerp(0, 5.5, inputvalue) - 1.5; + return IF(isOSC() == 1, OSCWidth, getConeWidth()); + + +} \ No newline at end of file diff --git a/Shaders/Shared/VRSL-DMXFunctions.cginc.meta b/Shaders/Shared/VRSL-DMXFunctions.cginc.meta new file mode 100644 index 0000000..51472f3 --- /dev/null +++ b/Shaders/Shared/VRSL-DMXFunctions.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5d3d10be2ab45004c810f5123ec3aaf8 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Shared/VRSL-Defines.cginc b/Shaders/Shared/VRSL-Defines.cginc new file mode 100644 index 0000000..66a6eef --- /dev/null +++ b/Shaders/Shared/VRSL-Defines.cginc @@ -0,0 +1,107 @@ +//MOVER LIGHT SYSTEM DEFINES +sampler2D _MainTex; float4 _MainTex_ST; +sampler2D _OSCGridRenderTexture, _OSCGridRenderTextureRAW, _OSCGridStrobeTimer, _OSCGridSpinTimer; +//SamplerState sampler_point_repeat; +int _IsEven; +#if !defined(VOLUMETRIC_YES) && !defined(PROJECTION_YES) + sampler2D _MetallicGlossMap; + sampler2D _BumpMap, _InsideConeNormalMap, _SceneAlbedo; +#endif +float4 _Color; +float _Metallic; +float _Glossiness; +float _BumpScale; +float _XOffset, _YOffset, _Fade, _FeatherOffset; +uint _PureEmissiveToggle; +float _RealtimeGIStrength; + +float _StripeSplit, _StripeSplit2, _StripeSplit3, _StripeSplit4, _StripeSplit5, _StripeSplit6, _StripeSplit7; +float _StripeSplitScroll; +float _StripeSplitStrength, _StripeSplitStrength2, _StripeSplitStrength3, _StripeSplitStrength4, _StripeSplitStrength5, _StripeSplitStrength6, _StripeSplitStrength7; +float4 _FixtureLensOrigin; +//float _ProjectionNormalBlur; + +float4x4 _viewToWorld; + +#if defined(VOLUMETRIC_YES) + sampler2D _NoiseTex; + float _Noise2StretchInside; +#endif +float4 _NoiseTex_ST; +float _NoisePower, _NoiseSeed, _Noise2Stretch, _Noise2X, _Noise2Y, _Noise2Z, _Noise2Power; +uint _ToggleMagicNoise; + + +float _SpecularLMOcclusion; +float _SpecLMOcclusionAdjust; +float _TriplanarFalloff; +float _LMStrength; +float _RTLMStrength; +int _TextureSampleMode; +int _LightProbeMethod; +uint _UseRawGrid, _EnableExtraChannels; +half _Saturation, _SaturationLength, _LensMaxBrightness, _UniversalIntensity; +uint _EnableCompatibilityMode, _EnableVerticalMode; +uint _GoboBeamSplitEnable; + +uniform const half compatSampleYAxis = 0.019231; +uniform const half standardSampleYAxis = 0.00762; +uniform float4 _OSCGridRenderTextureRAW_TexelSize; +//float _FixtureRotationX; +//float _FixtureBaseRotationY; +float4 _FixtureRotationOrigin; +float _FixtureMaxIntensity; +//float _MaxMinPanAngle; +//float _MaxMinTiltAngle; +float _ProjectionIntensity; +float _ProjectionRange; +float4 _ProjectionRangeOrigin; +float _ProjectionFade, _ProjectionFadeCurve, _ProjectionDistanceFallOff; + +//float _FinalStrobeFreq, _NewTimer; + +// int _EnableOSC; +// int _EnableStrobe; +UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); +sampler2D _LightMainTex, _ProjectionMainTex; +float4 _LightMainTex_ST; +float _ProjectionUVMod, _UseWorldNorm, _ProjectionRotation, _SpinSpeed, _ProjectionUVMod2, _ProjectionUVMod3, _ProjectionUVMod4, _ProjectionUVMod5, _ProjectionUVMod6, _ProjectionUVMod7, _ProjectionUVMod8; +//half _ProjectionSelection; +float4 _ProjectionMainTex_ST; +float _ModX; +float _ModY; +half _ConeSync, _ProjectionShadowHarshness; +//float _StrobeFreq; + +float _PulseSpeed, _BlendSrc, _BlendDst, _BlendOp; +float _FadeStrength, _FadeAmt, _DistFade, _ProjectionMaxIntensity, _IntensityCutoff; +float _InnerFadeStrength, _InnerIntensityCurve, _FixutreIntensityMultiplier; +half _RedMultiplier, _GreenMultiplier, _BlueMultiplier; + +int _EnableStaticEmissionColor; +float4 _StaticEmission; + +//Instanced Properties + +UNITY_INSTANCING_BUFFER_START(Props) + UNITY_DEFINE_INSTANCED_PROP(uint, _DMXChannel) + UNITY_DEFINE_INSTANCED_PROP(uint, _PanInvert) + UNITY_DEFINE_INSTANCED_PROP(uint, _TiltInvert) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableOSC) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableStrobe) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableSpin) + UNITY_DEFINE_INSTANCED_PROP(float, _StrobeFreq) + UNITY_DEFINE_INSTANCED_PROP(float, _FixtureRotationX) + UNITY_DEFINE_INSTANCED_PROP(float, _FixtureBaseRotationY) + UNITY_DEFINE_INSTANCED_PROP(uint, _ProjectionSelection) + UNITY_DEFINE_INSTANCED_PROP(float4, _Emission) + UNITY_DEFINE_INSTANCED_PROP(float, _ConeWidth) + UNITY_DEFINE_INSTANCED_PROP(float, _ConeLength) + UNITY_DEFINE_INSTANCED_PROP(float, _GlobalIntensity) + UNITY_DEFINE_INSTANCED_PROP(float, _FinalIntensity) + UNITY_DEFINE_INSTANCED_PROP(float, _MaxConeLength) + UNITY_DEFINE_INSTANCED_PROP(uint, _LegacyGoboRange) + UNITY_DEFINE_INSTANCED_PROP(float, _MaxMinPanAngle) + UNITY_DEFINE_INSTANCED_PROP(float, _MaxMinTiltAngle) +UNITY_INSTANCING_BUFFER_END(Props) + diff --git a/Shaders/Shared/VRSL-Defines.cginc.meta b/Shaders/Shared/VRSL-Defines.cginc.meta new file mode 100644 index 0000000..3dede35 --- /dev/null +++ b/Shaders/Shared/VRSL-Defines.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9cd29c787fb2f504b9387956235c4558 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Shared/VRSL-LightingFunctions.cginc b/Shaders/Shared/VRSL-LightingFunctions.cginc new file mode 100644 index 0000000..900a128 --- /dev/null +++ b/Shaders/Shared/VRSL-LightingFunctions.cginc @@ -0,0 +1,209 @@ +//This file contains all of the neccisary functions for lighting to work a'la standard shading. +//Feel free to add to this. + +half4 getMetallicSmoothness(float4 metallicGlossMap) +{ + half roughness = 1-(_Glossiness * metallicGlossMap.a); + roughness *= 1.7 - 0.7 * roughness; + half metallic = metallicGlossMap.r * _Metallic; + return half4(metallic, 0, 0, roughness); +} + +//Reflection direction, worldPos, unity_SpecCube0_ProbePosition, unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax +float3 getReflectionUV(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax) +{ + #if UNITY_SPECCUBE_BOX_PROJECTION + if (cubemapPosition.w > 0) { + float3 factors = ((direction > 0 ? boxMax : boxMin) - position) / direction; + float scalar = min(min(factors.x, factors.y), factors.z); + direction = direction * scalar + (position - cubemapPosition); + } + #endif + return direction; +} + +half3 getIndirectSpecular(float3 worldPos, float3 diffuseColor, float vdn, float4 metallicSmoothness, half3 reflDir, half3 indirectLight, float3 viewDir, float3 lighting) +{ //This function handls Unity style reflections, Matcaps, and a baked in fallback cubemap. + half3 spec = half3(0,0,0); + #if defined(UNITY_PASS_FORWARDBASE) + float3 reflectionUV1 = getReflectionUV(reflDir, worldPos, unity_SpecCube0_ProbePosition, unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax); + half4 probe0 = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflectionUV1, metallicSmoothness.w * 6); + half3 probe0sample = DecodeHDR(probe0, unity_SpecCube0_HDR); + + float3 indirectSpecular; + float interpolator = unity_SpecCube0_BoxMin.w; + + UNITY_BRANCH + if (interpolator < 0.99999) + { + float3 reflectionUV2 = getReflectionUV(reflDir, worldPos, unity_SpecCube1_ProbePosition, unity_SpecCube1_BoxMin, unity_SpecCube1_BoxMax); + half4 probe1 = UNITY_SAMPLE_TEXCUBE_SAMPLER_LOD(unity_SpecCube1, unity_SpecCube0, reflectionUV2, metallicSmoothness.w * 6); + half3 probe1sample = DecodeHDR(probe1, unity_SpecCube1_HDR); + indirectSpecular = lerp(probe1sample, probe0sample, interpolator); + } + else + { + indirectSpecular = probe0sample; + } + + half3 metallicColor = indirectSpecular * lerp(0.05,diffuseColor.rgb, metallicSmoothness.x); + spec = lerp(indirectSpecular, metallicColor, pow(vdn, 0.05)); + spec = lerp(spec, spec * lighting, metallicSmoothness.w); // should only not see shadows on a perfect mirror. + + #if defined(LIGHTMAP_ON) + float specMultiplier = max(0, lerp(1, pow(length(lighting), _SpecLMOcclusionAdjust), _SpecularLMOcclusion)); + spec *= specMultiplier; + #endif + #endif + return spec; +} + +half3 getDirectSpecular(half4 lightCol, half3 diffuseColor, half4 metallicSmoothness, float rdv, float atten) +{ + half smoothness = max(0.0001, 1-metallicSmoothness.w); + smoothness *= 1.7 - 0.7 * smoothness; + + half3 specularReflection = saturate(pow(rdv, smoothness * 128)) * lightCol; + specularReflection = lerp(specularReflection, specularReflection * diffuseColor, metallicSmoothness.x); + specularReflection *= lerp(0,5, smoothness * 0.05); //Artificially brighten to be as bright as standard + return specularReflection * atten; +} + +float3 getNormal(float3 normalMap, float3 bitangent, float3 tangent, float3 worldNormal) +{ + half3 tspace0 = half3(tangent.x, bitangent.x, worldNormal.x); + half3 tspace1 = half3(tangent.y, bitangent.y, worldNormal.y); + half3 tspace2 = half3(tangent.z, bitangent.z, worldNormal.z); + + half3 nMap = normalMap; + nMap.xy *= _BumpScale; + + half3 calcedNormal; + calcedNormal.x = dot(tspace0, nMap); + calcedNormal.y = dot(tspace1, nMap); + calcedNormal.z = dot(tspace2, nMap); + + return normalize(calcedNormal); +} + +half3 getRealtimeLightmap(float2 uv, float3 worldNormal) +{ + float2 realtimeUV = uv * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + float4 bakedCol = UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, realtimeUV); + float3 realtimeLightmap = DecodeRealtimeLightmap(bakedCol); + + #ifdef DIRLIGHTMAP_COMBINED + half4 realtimeDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_DynamicDirectionality, unity_DynamicLightmap, realtimeUV); + realtimeLightmap += DecodeDirectionalLightmap (realtimeLightmap, realtimeDirTex, worldNormal); + #endif + + return realtimeLightmap * _RTLMStrength; +} + +half3 getLightmap(float2 uv, float3 worldNormal, float3 worldPos) +{ + float2 lightmapUV = uv * unity_LightmapST.xy + unity_LightmapST.zw; + half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmapUV); + half3 lightMap = DecodeLightmap(bakedColorTex); + + #ifdef DIRLIGHTMAP_COMBINED + fixed4 bakedDirTex = UNITY_SAMPLE_TEX2D_SAMPLER (unity_LightmapInd, unity_Lightmap, lightmapUV); + lightMap = DecodeDirectionalLightmap(lightMap, bakedDirTex, worldNormal); + #endif + return lightMap * _LMStrength; +} + +half3 getLightDir(float3 worldPos) +{ + half3 lightDir = UnityWorldSpaceLightDir(worldPos); + + half3 probeLightDir = unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz; + lightDir = (lightDir + probeLightDir); //Make light dir the average of the probe direction and the light source direction. + + #if !defined(POINT) && !defined(SPOT) // if the average length of the light probes is null, and we don't have a directional light in the scene, fall back to our fallback lightDir + if(length(unity_SHAr.xyz*unity_SHAr.w + unity_SHAg.xyz*unity_SHAg.w + unity_SHAb.xyz*unity_SHAb.w) == 0 && ((_LightColor0.r+_LightColor0.g+_LightColor0.b) / 3) < 0.1) + { + lightDir = float4(1, 1, 1, 0); + } + #endif + + return normalize(lightDir); +} + + + +//Triplanar map a texture (Object or World space), or sample it normally. +float4 texTP( sampler2D tex, float4 tillingOffset, float3 worldPos, float3 objPos, float3 worldNormal, float3 objNormal, float falloff, float2 uv) +{ + if(_TextureSampleMode != 0){ + + worldPos = lerp(worldPos, objPos, _TextureSampleMode - 1); + worldNormal = lerp(worldNormal, objNormal, _TextureSampleMode - 1); + + float3 projNormal = pow(abs(worldNormal),falloff); + projNormal /= projNormal.x + projNormal.y + projNormal.z; + float3 nsign = sign(worldNormal); + half4 xNorm; half4 yNorm; half4 zNorm; + xNorm = tex2D( tex, tillingOffset.xy * worldPos.zy * float2( nsign.x, 1.0 ) + tillingOffset.zw); + yNorm = tex2D( tex, tillingOffset.xy * worldPos.xz * float2( nsign.y, 1.0 ) + tillingOffset.zw); + zNorm = tex2D( tex, tillingOffset.xy * worldPos.xy * float2( -nsign.z, 1.0 ) + tillingOffset.zw); + + return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; + } + else{ + return tex2D(tex, uv); + } +} +//same as above but for normal maps +float3 texTPNorm( sampler2D tex, float4 tillingOffset, float3 worldPos, float3 objPos, float3 worldNormal, float3 objNormal, float falloff, float2 uv) +{ + if(_TextureSampleMode != 0){ + + worldPos = lerp(worldPos, objPos, _TextureSampleMode - 1); + worldNormal = lerp(worldNormal, objNormal, _TextureSampleMode - 1); + + float3 projNormal = pow(abs(worldNormal), falloff); + projNormal /= projNormal.x + projNormal.y + projNormal.z; + float3 nsign = sign(worldNormal); + half4 xNorm; half4 yNorm; half4 zNorm; + xNorm = tex2D( tex, tillingOffset.xy * worldPos.zy * float2( nsign.x, 1.0 ) + tillingOffset.zw); + yNorm = tex2D( tex, tillingOffset.xy * worldPos.xz * float2( nsign.y, 1.0 ) + tillingOffset.zw); + zNorm = tex2D( tex, tillingOffset.xy * worldPos.xy * float2( -nsign.z, 1.0 ) + tillingOffset.zw); + + xNorm.xyz = UnpackNormal(xNorm); + yNorm.xyz = UnpackNormal(yNorm); + zNorm.xyz = UnpackNormal(zNorm); + + return (xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z); + } + else{ + return UnpackNormal(tex2D(tex, uv)); + } +} + +float shEvaluateDiffuseL1Geomerics(float L0, float3 L1, float3 n) +{ + // average energy + float R0 = L0; + + // avg direction of incoming light + float3 R1 = 0.5f * L1; + + // directional brightness + float lenR1 = length(R1); + + // linear angle between normal and direction 0-1 + //float q = 0.5f * (1.0f + dot(R1 / lenR1, n)); + //float q = dot(R1 / lenR1, n) * 0.5 + 0.5; + float q = dot(normalize(R1), n) * 0.5 + 0.5; + + // power for q + // lerps from 1 (linear) to 3 (cubic) based on directionality + float p = 1.0f + 2.0f * lenR1 / R0; + + // dynamic range constant + // should vary between 4 (highly directional) and 0 (ambient) + float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0); + + return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p)); +} \ No newline at end of file diff --git a/Shaders/Shared/VRSL-LightingFunctions.cginc.meta b/Shaders/Shared/VRSL-LightingFunctions.cginc.meta new file mode 100644 index 0000000..0055ce4 --- /dev/null +++ b/Shaders/Shared/VRSL-LightingFunctions.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4ce0f3f43a9fffe4b89a6b1d816dc92c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Shared/VRSL-StandardLighting.cginc b/Shaders/Shared/VRSL-StandardLighting.cginc new file mode 100644 index 0000000..97c4ac9 --- /dev/null +++ b/Shaders/Shared/VRSL-StandardLighting.cginc @@ -0,0 +1,168 @@ +//Since this is shared, and the output structs/input structs are all slightly differently named in each shader template, just handle them all here. +#define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); +float4 CustomStandardLightingBRDF( + #if defined(GEOMETRY) + v2f i + #elif defined(TESSELLATION) + vertexOutput i + #else + v2f i + #endif + ) +{ + //UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + UNITY_SETUP_INSTANCE_ID(i); + // UNITY_SETUP_INSTANCE_ID(i); + // if(((i.uv.x) == 0.0 && (i.uv.y) == 0.0 || _PureEmissiveToggle == 1)) + // { + // //Color Light Bulb Itself + // float strobe = IF(isStrobe() == 1, GetStrobeOutput(getChannelSectorX()), 1); + // return IF(isOSC() == 1, (getEmissionColor() * GetOSCColor(getChannelSectorX())) * strobe, getEmissionColor() * strobe); + // } + + if ((((i.uv.x) == 0.9 && (i.uv.y) == 0.9) || (5.0 <= ceil(i.color.g * 10)) <= 7.0 && ceil(i.color.r) != 0 && ceil(i.color.b) != 0)) + { + discard; + return float4(0,0,0,0); + } + + else if((!(ceil(i.color.r) != 0 && ceil(i.color.g) != 1 && ceil(i.color.b) != 0)) || _PureEmissiveToggle != 0) + { + //LIGHTING PARAMS + UNITY_LIGHT_ATTENUATION(attenuation, i, i.worldPos.xyz); + float3 lightDir = getLightDir(i.worldPos); + float4 lightCol = _LightColor0; + + //NORMAL + float3 normalMap = texTPNorm(_BumpMap, _MainTex_ST, i.worldPos, i.objPos, i.btn[2], i.objNormal, _TriplanarFalloff, i.uv); + float3 worldNormal = getNormal(normalMap, i.btn[0], i.btn[1], i.btn[2]); + + //METALLIC SMOOTHNESS + float4 metallicGlossMap = texTP(_MetallicGlossMap, _MainTex_ST, i.worldPos, i.objPos, i.btn[2], i.objNormal, _TriplanarFalloff, i.uv); + float4 metallicSmoothness = getMetallicSmoothness(metallicGlossMap); + + //DIFFUSE + // fixed4 diffuse = texTP(_MainTex, _MainTex_ST, i.worldPos, i.objPos, i.btn[2], i.objNormal, _TriplanarFalloff, i.uv) * _Color; + fixed4 diffuse = lerp(texTP(_MainTex, _MainTex_ST, i.worldPos, i.objPos, i.btn[2], i.objNormal, _TriplanarFalloff, i.uv) * _Color, _Color, lerp(0, i.color.r, i.color.b)); + fixed4 diffuseColor = diffuse; //Store for later use, we alter it after. + diffuse.rgb *= (1-metallicSmoothness.x); + + //LIGHTING VECTORS + float3 viewDir = normalize(_WorldSpaceCameraPos - i.worldPos); + float3 halfVector = normalize(lightDir + viewDir); + float3 reflViewDir = reflect(-viewDir, worldNormal); + float3 reflLightDir = reflect(lightDir, worldNormal); + + //DOT PRODUCTS FOR LIGHTING + float ndl = saturate(dot(lightDir, worldNormal)); + float vdn = abs(dot(viewDir, worldNormal)); + float rdv = saturate(dot(reflLightDir, float4(-viewDir, 0))); + + //LIGHTING + float3 lighting = float3(0,0,0); + + #if defined(LIGHTMAP_ON) + float3 indirectDiffuse = 0; + float3 directDiffuse = getLightmap(i.uv1, worldNormal, i.worldPos); + #if defined(DYNAMICLIGHTMAP_ON) + float3 realtimeLM = getRealtimeLightmap(i.uv2, worldNormal); + directDiffuse += realtimeLM; + #endif + #else + float3 indirectDiffuse; + if(_LightProbeMethod == 0) + { + indirectDiffuse = ShadeSH9(float4(worldNormal, 1)); + } + else + { + float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w); + indirectDiffuse.r = shEvaluateDiffuseL1Geomerics(L0.r, unity_SHAr.xyz, worldNormal); + indirectDiffuse.g = shEvaluateDiffuseL1Geomerics(L0.g, unity_SHAg.xyz, worldNormal); + indirectDiffuse.b = shEvaluateDiffuseL1Geomerics(L0.b, unity_SHAb.xyz, worldNormal); + } + + float3 directDiffuse = ndl * attenuation * _LightColor0; + #endif + + float3 indirectSpecular = getIndirectSpecular(i.worldPos, diffuseColor, vdn, metallicSmoothness, reflViewDir, indirectDiffuse, viewDir, directDiffuse); + float3 directSpecular = getDirectSpecular(lightCol, diffuseColor, metallicSmoothness, rdv, attenuation); + + lighting = diffuse * (directDiffuse + indirectDiffuse); + lighting += directSpecular; + lighting += indirectSpecular; + + float al = 1; + #if defined(alphablend) + al = diffuseColor.a; + #endif + + //LIGHT BULB COLOR///////////////////////// + if(((i.uv.x) == 0.0 && (i.uv.y) == 0.0 || _PureEmissiveToggle == 1)) + { + //uint sector = getChannelSectorX(); + //Color Light Bulb Itself + + float strobe = IF(isStrobe() == 1, i.intensityStrobe.y, 1); + float4 emission = IF(isOSC() == 1, (getEmissionColor() * i.rgbColor) * strobe, getEmissionColor() * strobe); + // if((all(i.rgbColor <= float4(0.01,0.01,0.01,1)) || i.intensityStrobe.x <= 0.01) && isOSC() == 1) + // { + // return float4(lighting, al); + // } + + emission *=(_FixtureMaxIntensity)*1500; + emission = clamp(emission, 0, _LensMaxBrightness*100); + //lighting += emission; + //lighting = lerp(lighting, emission, GetOSCIntensity(getChannelSectorX(), _FixtureMaxIntensity)); + half limit = 0.025; + if((all(i.rgbColor >=half4(limit,limit,limit,1)) || i.intensityStrobe.x >= limit) && isOSC() == 1) + { + float4 potentialBrightness = emission * _FixutreIntensityMultiplier; + emission = lerp(emission, potentialBrightness, pow(i.intensityStrobe.x, 1.9)); + } + else + { + if(isOSC() == 1) + { + emission = half4(0,0,0,1.0f); + } + } + //emission *= _FixutreIntensityMultiplier; + emission = lerp((half4(0,0,0,emission.w)), emission, getGlobalIntensity()); + emission = lerp((half4(0,0,0,emission.w)), emission, getFinalIntensity()); + emission = emission * _UniversalIntensity; + //emission = clamp(emission, half4(0,0,0,1), half4(_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,1)); + //lighting = IF(isOSC() == 1, lerp(lighting, emission, pow(0.1, (GetOSCIntensity(sector, _FixtureMaxIntensity)))) ,lighting + emission); + #ifdef WASH + emission = i.uv1.y > 0.0 ? saturate(emission) - 0.25 : emission; + #endif + lighting = IF(isOSC() == 1,lerp(lighting, emission, pow(i.intensityStrobe.x, 1.0)), emission); + + float lightingAVG = (lighting.x + lighting.y + lighting.z)/3; + lighting = lerp(lighting,float3(lightingAVG, lightingAVG, lightingAVG), pow(_Saturation,2)); + + + + //lighting = clamp(lighting,0, _LensMaxBrightness*100); + return float4(lighting, al); + } + else + { + return float4(lighting, al); + } + ////////////////////// + + + } + + else + { + discard; + return 0; + + + } + + + +} \ No newline at end of file diff --git a/Shaders/Shared/VRSL-StandardLighting.cginc.meta b/Shaders/Shared/VRSL-StandardLighting.cginc.meta new file mode 100644 index 0000000..b7165f9 --- /dev/null +++ b/Shaders/Shared/VRSL-StandardLighting.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 908a337e72cd530439ee318be99c3c15 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/StaticLights.meta b/Shaders/StaticLights.meta new file mode 100644 index 0000000..be0b858 --- /dev/null +++ b/Shaders/StaticLights.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 76c113b7a6a5f884e97c4343696ac676 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/StaticLights/VRSL-FlasherFixtureMesh-Defines.cginc b/Shaders/StaticLights/VRSL-FlasherFixtureMesh-Defines.cginc new file mode 100644 index 0000000..b7a0e97 --- /dev/null +++ b/Shaders/StaticLights/VRSL-FlasherFixtureMesh-Defines.cginc @@ -0,0 +1,97 @@ +//MOVER LIGHT SYSTEM DEFINES +sampler2D _MainTex; +sampler2D _OSCGridRenderTexture, _OSCGridRenderTextureRAW, _OSCGridStrobeTimer; +//SamplerState sampler_point_repeat; +int _IsEven; +sampler2D _MetallicGlossMap; +sampler2D _BumpMap, _InsideConeNormalMap, _SceneAlbedo; +float4 _Color; +float _Metallic; +float _Glossiness; +float _BumpScale; +float _XOffset, _YOffset, _Fade, _FeatherOffset; +uint _PureEmissiveToggle; +float _RealtimeGIStrength; + +float _Divide; +float _DivideScroll; +float _DividePower; +//float _ProjectionNormalBlur; + +float4x4 _viewToWorld; + +sampler2D _NoiseTex; +float4 _NoiseTex_ST; +float _NoisePower, _NoiseSeed; + + +float _SpecularLMOcclusion; +float _SpecLMOcclusionAdjust; +float _TriplanarFalloff; +float _LMStrength; +float _RTLMStrength; +int _TextureSampleMode; +int _LightProbeMethod; +uint _UseRawGrid; +half _Saturation, _SaturationLength, _LensMaxBrightness, _UniversalIntensity; + +//float _FixtureRotationX; +//float _FixtureBaseRotationY; +float4 _FixtureRotationOrigin; +float _FixtureMaxIntensity; +float _MaxMinPanAngle; +float _MaxMinTiltAngle; +float _ProjectionIntensity; +float _ProjectionRange; +float4 _ProjectionRangeOrigin; +float _ProjectionFade, _ProjectionFadeCurve, _ProjectionDistanceFallOff; + +uniform const half compatSampleYAxis = 0.019231; +uniform const half standardSampleYAxis = 0.00762; +uniform float4 _OSCGridRenderTextureRAW_TexelSize; + +//float _FinalStrobeFreq, _NewTimer; + +// int _EnableOSC; +// int _EnableStrobe; +uint _EnableCompatibilityMode, _EnableVerticalMode; +UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); + +sampler2D _LightMainTex, _ProjectionMainTex; +float4 _LightMainTex_ST; +float _ProjectionUVMod, _UseWorldNorm, _ProjectionRotation, _SpinSpeed, _ProjectionUVMod2, _ProjectionUVMod3, _ProjectionUVMod4, _ProjectionUVMod5, _ProjectionUVMod6; +//half _ProjectionSelection; +float4 _ProjectionMainTex_ST; +float _ModX; +float _ModY; +half _ConeSync, _ProjectionShadowHarshness; +//float _StrobeFreq; + +float _PulseSpeed, _BlendSrc, _BlendDst, _BlendOp; +float _FadeStrength, _FadeAmt, _DistFade, _ProjectionMaxIntensity; +float _InnerFadeStrength, _InnerIntensityCurve; + +//Instanced Properties + +UNITY_INSTANCING_BUFFER_START(Props) + UNITY_DEFINE_INSTANCED_PROP(uint, _DMXChannel) + UNITY_DEFINE_INSTANCED_PROP(uint, _Channel) + UNITY_DEFINE_INSTANCED_PROP(uint, _PanInvert) + UNITY_DEFINE_INSTANCED_PROP(uint, _TiltInvert) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableOSC) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableStrobe) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableSpin) + UNITY_DEFINE_INSTANCED_PROP(float, _StrobeFreq) + UNITY_DEFINE_INSTANCED_PROP(float, _FixtureRotationX) + UNITY_DEFINE_INSTANCED_PROP(float, _FixtureBaseRotationY) + UNITY_DEFINE_INSTANCED_PROP(uint, _ProjectionSelection) + UNITY_DEFINE_INSTANCED_PROP(float4, _Emission) + UNITY_DEFINE_INSTANCED_PROP(float4, _Emission2) + UNITY_DEFINE_INSTANCED_PROP(float4, _Emission3) + UNITY_DEFINE_INSTANCED_PROP(float, _ConeWidth) + UNITY_DEFINE_INSTANCED_PROP(float, _ConeLength) + UNITY_DEFINE_INSTANCED_PROP(float, _GlobalIntensity) + UNITY_DEFINE_INSTANCED_PROP(float, _FinalIntensity) + UNITY_DEFINE_INSTANCED_PROP(float, _MaxConeLength) +UNITY_INSTANCING_BUFFER_END(Props) + diff --git a/Shaders/StaticLights/VRSL-FlasherFixtureMesh-Defines.cginc.meta b/Shaders/StaticLights/VRSL-FlasherFixtureMesh-Defines.cginc.meta new file mode 100644 index 0000000..a328f85 --- /dev/null +++ b/Shaders/StaticLights/VRSL-FlasherFixtureMesh-Defines.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 876bc5bd344fc814fae10ee11a60a26e +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/StaticLights/VRSL-FlasherStatic-FixtureMesh.shader b/Shaders/StaticLights/VRSL-FlasherStatic-FixtureMesh.shader new file mode 100644 index 0000000..e4ac601 --- /dev/null +++ b/Shaders/StaticLights/VRSL-FlasherStatic-FixtureMesh.shader @@ -0,0 +1,91 @@ +Shader "VRSL/Flasher Static/Fixture" +{ + Properties + { + //[Header (INSTANCED PROPERITES)] + _Sector ("DMX Fixture Number/Sector (Per 13 Channels)", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + _FixutreIntensityMultiplier ("Intensity Multipler (For Bloom Scaling)", Range(1,15)) = 1 + _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Albedo (RGB)", 2D) = "white" {} + _NormalMap ("Normal Map", 2D) = "white" {} + _Glossiness ("Smoothness", Range(0,1)) = 0.5 + _Metallic ("Metallic", Range(0,1)) = 0.0 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _CurveMod ("Light Intensity Curve Modifier", Range (-3,8)) = 5.0 + // _EmissionMask ("Emission Mask", 2D) = "white" {} + _FixtureMaxIntensity ("Maximum Light Intensity",Range (0,15)) = 1 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + } + SubShader + { + Tags { "RenderType"="Opaque" "Queue" = "Geometry+10" } + LOD 200 + + CGPROGRAM + // Physically based Standard lighting model, and enable shadows on all light types + #pragma surface surf Standard fullforwardshadows + #pragma instancing_options nolightmap + + // Use shader model 3.0 target, to get nicer looking lighting + #pragma target 3.0 + + // sampler2D _EmissionMask, _AlternateEmissionMask; + sampler2D _NormalMap, _SamplingTexture; + + struct Input + { + float2 uv_MainTex; + float2 uv_NormalMap; + float4 color: Color; + }; + #include "VRSL-FlasherFixtureMesh-Defines.cginc" + half _CurveMod, _FixutreIntensityMultiplier, _ScrollIncrement; + #include "../Shared/VRSL-DMXFunctions.cginc" + // float GetTextureSampleScrollValue(uint dmx) + // { + // return getValueAtCoords(0.960, standardSampleYAxis, dmx, _OSCGridRenderTextureRAW); + // } + float GetChannelIntensity(uint DMXChannel) + { + float value = getValueAtCoords(DMXChannel, _OSCGridRenderTextureRAW); + value = IF(value <= 0.1, 0.0, value); + return value; + } + + + + + void surf (Input IN, inout SurfaceOutputStandard o) + { + uint dmx = getDMXChannel(); + float4 OSCcol = float4(0,0,0,0); + float4 col = IF(isOSC() == 1, GetChannelIntensity(dmx) * getEmissionColor(), getEmissionColor()); + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; + half4 e = col; + o.Albedo = c.rgb; + o.Normal = UnpackNormal (tex2D (_NormalMap, IN.uv_NormalMap)); + //e = IF(isOSC() == 1,lerp(half4(-_CurveMod,-_CurveMod,-_CurveMod,1), e, pow(GetOSCIntensity(dmx, 1.0), 1.0)), e); + e = clamp(e, half4(0,0,0,1), half4(_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,1)); + float2 maskUVs = float2(IN.uv_MainTex.x + (_Time.y * _ScrollIncrement), IN.uv_MainTex.y); + float mask = IF(IN.uv_MainTex.y > 0.5, 1, 0); + e *= floor(mask); + e*= _FixutreIntensityMultiplier; + o.Emission = ((e.rgb * _FixtureMaxIntensity) * getGlobalIntensity()) * getFinalIntensity(); + o.Emission = o.Emission * _UniversalIntensity; + // Metallic and smoothness come from slider variables + o.Metallic = _Metallic; + o.Smoothness = _Glossiness; + o.Alpha = c.a; + } + ENDCG + } + //CustomEditor "VRSLInspector" + // FallBack "Diffuse" + +} diff --git a/Shaders/StaticLights/VRSL-FlasherStatic-FixtureMesh.shader.meta b/Shaders/StaticLights/VRSL-FlasherStatic-FixtureMesh.shader.meta new file mode 100644 index 0000000..bba3755 --- /dev/null +++ b/Shaders/StaticLights/VRSL-FlasherStatic-FixtureMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 44e7ffffd1ad9bc4e8e83fe424795fcb +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/StaticLights/VRSL-FlasherStatic-LensFlare.shader b/Shaders/StaticLights/VRSL-FlasherStatic-LensFlare.shader new file mode 100644 index 0000000..53d18fb --- /dev/null +++ b/Shaders/StaticLights/VRSL-FlasherStatic-LensFlare.shader @@ -0,0 +1,361 @@ +Shader "VRSL/Flasher Static/Lens Flare" +{ + Properties + { + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _MainTex ("Texture", 2D) = "white" {} + _FadeAmt ("Fade Strength", Range(0,1)) = 1 + _ColorSat ("Color Saturtation Strength", Range(0,1)) = 1 + _ScaleFactor ("Scale Factor", Range(0,0.01)) = 1 + _ReferenceDistance("Reference Distance", Float) = 2 + _UVScale ("UV Scale Test", Range(0.001,2)) = 1 + _Sector ("DMX Fixture Number/Sector (Per 13 Channels)", Int) = 0 + _Channel ("Individual Channel", Int) = 0 + _FixtureMaxIntensity ("Maximum Light Intensity",Range (0,15)) = 1 + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + _CurveMod ("Light Intensity Curve Modifier", Range (-3,8)) = 5.0 + + [Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + _FixutreIntensityMultiplier ("Intensity Multipler (For Bloom Scaling)", Range(1,150)) = 1 + + _RemoveTextureArtifact("RemoveTextureArtifact", Range(0,0.1)) = 0 + + [Header(PreMultiply Alpha. Turn it ON only if your texture has correct alpha)] + [Toggle]_UsePreMultiplyAlpha("UsePreMultiplyAlpha (recommend _BaseMap's alpha = 'From Gray Scale')", Float) = 0 + + + [Header(Depth Occlusion)] + _LightSourceViewSpaceRadius("LightSourceViewSpaceRadius", range(0,1)) = 0.05 + _DepthOcclusionTestZBias("DepthOcclusionTestZBias", range(-1,1)) = -0.001 + + [Header(If camera too close Auto fadeout)] + _StartFadeinDistanceWorldUnit("StartFadeinDistanceWorldUnit",Float) = 0.05 + _EndFadeinDistanceWorldUnit("EndFadeinDistanceWorldUnit", Float) = 0.5 + + [Header(Optional Flicker animation)] + [Toggle]_ShouldDoFlicker("ShouldDoFlicker", FLoat) = 1 + _FlickerAnimSpeed("FlickerAnimSpeed", Float) = 5 + _FlickResultIntensityLowestPoint("FlickResultIntensityLowestPoint", range(0,1)) = 0.5 + } + SubShader + { + Tags { "RenderType"="Transparent" "Queue" = "Transparent+200" } + LOD 100 + + Pass + { + Zwrite Off + ZTest Off + Blend One One + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + // make fog work + //#pragma multi_compile_fog + #pragma multi_compile_instancing + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + half4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float2 uv : TEXCOORD0; + // UNITY_FOG_COORDS(1) + float4 vertex : SV_POSITION; + float4 screenPos : TEXCOORD1; + float4 worldDirection : TEXCOORD2; + float4 vertexWorldPos : TEXCOORD3; + half4 color : TEXCOORD4; + float maskX : TEXCOORD5; + + UNITY_VERTEX_INPUT_INSTANCE_ID // will turn into this in non OpenGL / non PSSL -> uint instanceID : SV_InstanceID; + UNITY_VERTEX_OUTPUT_STEREO + + }; + + #define COUNT 8 //you can edit to any number(e.g. 1~32), the lower the faster. Keeping this number a const can enable many compiler optimizations + + //sampler2D _CameraDepthTexture; + #include "VRSL-FlasherFixtureMesh-Defines.cginc" + // sampler2D _MainTex; + float4 _MainTex_ST; + //half4 _Emission; + half _ColorSat, _ScaleFactor, _ReferenceDistance, _UVScale, _FixutreIntensityMultiplier; + float _LightSourceViewSpaceRadius; + float _DepthOcclusionTestZBias; + + float _StartFadeinDistanceWorldUnit; + float _EndFadeinDistanceWorldUnit; + + float _UsePreMultiplyAlpha; + + float _FlickerAnimSpeed; + float _FlickResultIntensityLowestPoint; + float _ShouldDoFlicker; + half _RemoveTextureArtifact, _CurveMod; + #include "../Shared/VRSL-DMXFunctions.cginc" + + float4x4 GetWorldToViewMatrix() + { + return UNITY_MATRIX_V; + } + float4x4 GetObjectToWorldMatrix() + { + return UNITY_MATRIX_M; + } + + float3 TransformWorldToView(float3 positionWS) + { + return mul(GetWorldToViewMatrix(), float4(positionWS, 1.0)).xyz; + } + + float3 TransformObjectToWorld(float3 vertex) + { + return mul(GetObjectToWorldMatrix(), float4(vertex, 1.0)).xyz; + } + + inline float4 CalculateFrustumCorrection() + { + float x1 = -UNITY_MATRIX_P._31/(UNITY_MATRIX_P._11*UNITY_MATRIX_P._34); + float x2 = -UNITY_MATRIX_P._32/(UNITY_MATRIX_P._22*UNITY_MATRIX_P._34); + return float4(x1, x2, 0, UNITY_MATRIX_P._33/UNITY_MATRIX_P._34 + x1*UNITY_MATRIX_P._13 + x2*UNITY_MATRIX_P._23); + } + + //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + inline float CorrectedLinearEyeDepth(float z, float B) + { + return 1.0 / (z/UNITY_MATRIX_P._34 + B); + } + + float3 RGB2HSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); + float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + + float3 hsb2rgb( float3 c ){ + float3 rgb = clamp( abs(fmod(c.x*6.0+float3(0.0,4.0,2.0),6)-3.0)-1.0, 0, 1); + rgb = rgb*rgb*(3.0-2.0*rgb); + return c.z * lerp( float3(1,1,1), rgb, c.y); + } + float4 GetChannelIntensity(uint _DMXChannel) + { + float value = getValueAtCoords(_DMXChannel, _OSCGridRenderTextureRAW); + value = IF(value <= 0.1, 0.0, value); + return value; + } + + + v2f vert (appdata v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); //Insert + UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert + + uint dmx = getDMXChannel(); + float4 OSCcol = float4(0,0,0,0); + float4 col = IF(isOSC() == 1, GetChannelIntensity(dmx) * getEmissionColor(), getEmissionColor()); + half4 e = col; + e = clamp(e, half4(0,0,0,1), half4(_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,1)); + e*= _FixutreIntensityMultiplier; + e = float4(((e.rgb * _FixtureMaxIntensity) * getGlobalIntensity()) * getFinalIntensity(),e.w); + e = e * _UniversalIntensity; + float3 eHSV = RGB2HSV(e.rgb); + if(eHSV.z <= 0.01) + { + v.vertex = float4(0,0,0,0); + o.vertex = UnityObjectToClipPos(v.vertex); + return o; + + } + + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.color = v.color * e; + + // float2 scaleXY_WS = float2( + // length(float3(unity_ObjectToWorld[0].x, unity_ObjectToWorld[1].x, unity_ObjectToWorld[2].x)), // scale x axis + // length(float3(unity_ObjectToWorld[0].y, unity_ObjectToWorld[1].y, unity_ObjectToWorld[2].y)) // scale y axis // scale z axis + // ); + + // float4 world_origin = mul(UNITY_MATRIX_M, float4(0,0,0,1)); + // float4 view_origin = float4(UnityObjectToViewPos(float3(0,0,0)),1); + + // float scale = (_ScaleFactor * (length(view_origin)/_ReferenceDistance)) + (1 - _ScaleFactor); + + + + // float4 worldPos = mul(UNITY_MATRIX_M, float4(scale, scale, scale, 1) * v.vertex); + // float4 flippedWorldPos = float4(-1,1,-1,1) * (worldPos - world_origin) + world_origin; + // //float4 viewPos = mul(UNITY_MATRIX_V, worldPos); + // float4 viewPos = flippedWorldPos - world_origin + view_origin; + // viewPos = float4(viewPos.x, viewPos.y, viewPos.z, viewPos.w); + // float4 clipPos = mul(UNITY_MATRIX_P, viewPos); + // o.vertex = clipPos; + float3 quadPivotPosOS = float3(0,0,0); + float3 quadPivotPosWS = TransformObjectToWorld(quadPivotPosOS); + float3 quadPivotPosVS = TransformWorldToView(quadPivotPosWS); + + //get transform.lossyScale using: + //https://forum.unity.com/threads/can-i-get-the-scale-in-the-transform-of-the-object-i-attach-a-shader-to-if-so-how.418345/ + float2 scaleXY_WS = float2( + length(float3(GetObjectToWorldMatrix()[0].x, GetObjectToWorldMatrix()[1].x, GetObjectToWorldMatrix()[2].x)), // scale x axis + length(float3(GetObjectToWorldMatrix()[0].y, GetObjectToWorldMatrix()[1].y, GetObjectToWorldMatrix()[2].y)) // scale y axis + ); + + float3 posVS = quadPivotPosVS + float3(v.vertex.xy * scaleXY_WS,0);//recontruct quad 4 points in view space + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //complete SV_POSITION's view space to HClip space transformation + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + o.vertex = mul(UNITY_MATRIX_P,float4(posVS,1)); + + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //do smooth visibility test using brute force forloop (COUNT*2+1)^2 times inside a view space 2D grid area + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + float visibilityTestPassedCount = 0; + float linearEyeDepthOfFlarePivot = -quadPivotPosVS.z;//view space's forward is pointing to -Z, but we want +Z, so negate it + float testLoopSingleAxisWidth = COUNT*2+1; + float totalTestCount = testLoopSingleAxisWidth * testLoopSingleAxisWidth; + float divider = 1.0 / totalTestCount; + float maxSingleAxisOffset = _LightSourceViewSpaceRadius / testLoopSingleAxisWidth; + + //Test for n*n grid in view space, where quad pivot is grid's center. + //For each iteration, + //if that test point passed the scene depth occlusion test, we add 1 to visibilityTestPassedCount + for(int x = -COUNT; x <= COUNT; x++) + { + for(int y = -COUNT; y <= COUNT ; y++) + { + float3 testPosVS = quadPivotPosVS; + testPosVS.xy += float2(x,y) * maxSingleAxisOffset;//add 2D test grid offset, in const view space unit + float4 PivotPosCS = mul(UNITY_MATRIX_P,float4(testPosVS,1)); + float4 PivotScreenPos = ComputeScreenPos(PivotPosCS); + float2 screenUV = PivotScreenPos.xy/PivotScreenPos.w; + + //if screenUV out of bound, treat it as occluded, because no correct depth texture data can be used to compare + if(screenUV.x > 1 || screenUV.x < 0 || screenUV.y > 1 || screenUV.y < 0) + continue; //exit means occluded + + //we don't have tex2D() in vertex shader, because rasterization is not done by GPU, so we use tex2Dlod() with mip0 instead + float sampledSceneDepth = tex2Dlod(_CameraDepthTexture,float4(screenUV,0,0)).x;//(uv.x,uv.y,0,mipLevel) + float linearEyeDepthFromSceneDepthTexture = LinearEyeDepth(sampledSceneDepth); + float linearEyeDepthFromSelfALU = PivotPosCS.w; //clip space .w is view space z, = linear eye depth + + //do the actual depth comparision test + //+1 means flare test point is visible in screen space + //+0 means flare test point blocked by other objects in screen space, not visible + visibilityTestPassedCount += linearEyeDepthFromSelfALU + _DepthOcclusionTestZBias < linearEyeDepthFromSceneDepthTexture ? 1 : 0; + } + } + float visibilityResult01 = visibilityTestPassedCount * divider;//0~100% visiblility result + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //if camera too close to flare , smooth fade out to prevent flare blocking camera too much (usually for fps games) + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + visibilityResult01 *= smoothstep(_StartFadeinDistanceWorldUnit,_EndFadeinDistanceWorldUnit,linearEyeDepthOfFlarePivot); + + // if(_ShouldDoFlicker) + // { + // float flickerMul = 0; + // //TODO: expose more control to noise? (send me an issue in GitHub, if anyone need this) + // flickerMul += saturate(sin(_Time.y * _FlickerAnimSpeed * 1.0000)) * (1-_FlickResultIntensityLowestPoint) + _FlickResultIntensityLowestPoint; + // flickerMul += saturate(sin(_Time.y * _FlickerAnimSpeed * 0.6437)) * (1-_FlickResultIntensityLowestPoint) + _FlickResultIntensityLowestPoint; + // visibilityResult01 *= saturate(flickerMul/2); + // } + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //apply all combinations(visibilityResult01) to vertex color + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + o.color.a *= visibilityResult01; + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //premultiply alpha to rgb after alpha's calculation is done + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + o.color.rgb *= o.color.a; + o.color.a = _UsePreMultiplyAlpha? o.color.a : 0; + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //pure optimization: + //if flare is invisible or nearly invisible, + //invalid this vertex (and all connected vertices). + //This 100% early exit at clipping stage will prevent any rasterization & fragment shader cost at all + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + o.vertex = visibilityResult01 < divider ? 0 : o.vertex; + + + float3 hsvFC = RGB2HSV(o.color.xyz); + hsvFC.y = 0.0; + float4 e2 = float4(1,1,1,o.color.w) * hsvFC.z; + o.maskX = lerp(1, 0, pow(distance(half2(0.5, 0.5), o.uv), _FadeAmt)); + float satMask = lerp(1, 0, pow(distance(half2(0.5, 0.5), o.uv), _ColorSat)); + o.color = lerp(o.color, e2, satMask); + + + + + + // UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + + + + + fixed4 frag (v2f i) : SV_Target + { + // UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + // float2 screenposUV = i.screenPos.xy / i.screenPos.w; + // //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + // float perspectiveDivide = 1.0f / i.vertex.w; + // float4 depthdirect = i.worldDirection * perspectiveDivide; + // float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenposUV); + // #if UNITY_REVERSED_Z + // if (sceneZ == 0) + // #else + // if (sceneZ == 1) + // #endif + // return float4(0,0,0,1); + // float depth = CorrectedLinearEyeDepth(sceneZ, depthdirect.w); + // //Convert from Corrected Linear Eye Depth to Linear01Depth + // //Credit: https://www.cyanilux.com/tutorials/depth/#eye-depth + // depth = (1.0 - (depth * _ZBufferParams.w)) / (depth * _ZBufferParams.z); + // depth = Linear01Depth(depth); + fixed4 col = saturate(tex2D(_MainTex, i.uv )-_RemoveTextureArtifact) * i.color; + // apply fog + // UNITY_APPLY_FOG(i.fogCoord, col); + + col *= i.maskX; + return col; + } + ENDCG + } + } +} diff --git a/Shaders/StaticLights/VRSL-FlasherStatic-LensFlare.shader.meta b/Shaders/StaticLights/VRSL-FlasherStatic-LensFlare.shader.meta new file mode 100644 index 0000000..ce56b5c --- /dev/null +++ b/Shaders/StaticLights/VRSL-FlasherStatic-LensFlare.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d3d679262fa68df44b8904b0da31b70b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/StaticLights/VRSL-StaticLight-FixtureMesh-Defines.cginc b/Shaders/StaticLights/VRSL-StaticLight-FixtureMesh-Defines.cginc new file mode 100644 index 0000000..13d7cf0 --- /dev/null +++ b/Shaders/StaticLights/VRSL-StaticLight-FixtureMesh-Defines.cginc @@ -0,0 +1,96 @@ +//MOVER LIGHT SYSTEM DEFINES +sampler2D _MainTex; +sampler2D _OSCGridRenderTexture, _OSCGridRenderTextureRAW, _OSCGridStrobeTimer; +//SamplerState sampler_point_repeat; +int _IsEven; +sampler2D _MetallicGlossMap; +sampler2D _BumpMap, _InsideConeNormalMap, _SceneAlbedo; +float4 _Color; +float _Metallic; +float _Glossiness; +float _BumpScale; +float _XOffset, _YOffset, _Fade, _FeatherOffset; +uint _PureEmissiveToggle; +float _RealtimeGIStrength; + +float _Divide; +float _DivideScroll; +float _DividePower; +//float _ProjectionNormalBlur; + +float4x4 _viewToWorld; + +sampler2D _NoiseTex; +float4 _NoiseTex_ST; +float _NoisePower, _NoiseSeed; + + +float _SpecularLMOcclusion; +float _SpecLMOcclusionAdjust; +float _TriplanarFalloff; +float _LMStrength; +float _RTLMStrength; +int _TextureSampleMode; +int _LightProbeMethod; +uint _UseRawGrid; +half _Saturation, _SaturationLength, _LensMaxBrightness, _UniversalIntensity; + +//float _FixtureRotationX; +//float _FixtureBaseRotationY; +float4 _FixtureRotationOrigin; +float _FixtureMaxIntensity; +float _MaxMinPanAngle; +float _MaxMinTiltAngle; +float _ProjectionIntensity; +float _ProjectionRange; +float4 _ProjectionRangeOrigin; +float _ProjectionFade, _ProjectionFadeCurve, _ProjectionDistanceFallOff; + +uniform const half compatSampleYAxis = 0.019231; +uniform const half standardSampleYAxis = 0.00762; +uniform float4 _OSCGridRenderTextureRAW_TexelSize; + +//float _FinalStrobeFreq, _NewTimer; + +// int _EnableOSC; +// int _EnableStrobe; +uint _EnableCompatibilityMode, _EnableVerticalMode; +UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); +sampler2D _LightMainTex, _ProjectionMainTex; +float4 _LightMainTex_ST; +float _ProjectionUVMod, _UseWorldNorm, _ProjectionRotation, _SpinSpeed, _ProjectionUVMod2, _ProjectionUVMod3, _ProjectionUVMod4, _ProjectionUVMod5, _ProjectionUVMod6; +//half _ProjectionSelection; +float4 _ProjectionMainTex_ST; +float _ModX; +float _ModY; +half _ConeSync, _ProjectionShadowHarshness; +//float _StrobeFreq; + +float _PulseSpeed, _BlendSrc, _BlendDst, _BlendOp; +float _FadeStrength, _FadeAmt, _DistFade, _ProjectionMaxIntensity; +float _InnerFadeStrength, _InnerIntensityCurve; + +//Instanced Properties + +UNITY_INSTANCING_BUFFER_START(Props) + UNITY_DEFINE_INSTANCED_PROP(uint, _DMXChannel) + UNITY_DEFINE_INSTANCED_PROP(uint, _PanInvert) + UNITY_DEFINE_INSTANCED_PROP(uint, _TiltInvert) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableOSC) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableStrobe) + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableSpin) + UNITY_DEFINE_INSTANCED_PROP(float, _StrobeFreq) + UNITY_DEFINE_INSTANCED_PROP(float, _FixtureRotationX) + UNITY_DEFINE_INSTANCED_PROP(float, _FixtureBaseRotationY) + UNITY_DEFINE_INSTANCED_PROP(uint, _ProjectionSelection) + UNITY_DEFINE_INSTANCED_PROP(float4, _Emission) + UNITY_DEFINE_INSTANCED_PROP(float, _ConeWidth) + UNITY_DEFINE_INSTANCED_PROP(float, _ConeLength) + UNITY_DEFINE_INSTANCED_PROP(float, _GlobalIntensity) + UNITY_DEFINE_INSTANCED_PROP(float, _FinalIntensity) + UNITY_DEFINE_INSTANCED_PROP(float, _MaxConeLength) + #ifdef SURF_ALPHA + UNITY_DEFINE_INSTANCED_PROP(uint, _EnableDMXAlpha) + #endif +UNITY_INSTANCING_BUFFER_END(Props) + diff --git a/Shaders/StaticLights/VRSL-StaticLight-FixtureMesh-Defines.cginc.meta b/Shaders/StaticLights/VRSL-StaticLight-FixtureMesh-Defines.cginc.meta new file mode 100644 index 0000000..92225bd --- /dev/null +++ b/Shaders/StaticLights/VRSL-StaticLight-FixtureMesh-Defines.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e3c29f6fe29e9fd4aaff95fda371c5a0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/StaticLights/VRSL-StaticLight-FixtureMesh.shader b/Shaders/StaticLights/VRSL-StaticLight-FixtureMesh.shader new file mode 100644 index 0000000..b13a4b3 --- /dev/null +++ b/Shaders/StaticLights/VRSL-StaticLight-FixtureMesh.shader @@ -0,0 +1,99 @@ +Shader "VRSL/Standard Static/Fixture" +{ + Properties + { + //[Header (INSTANCED PROPERITES)] + [HideInInspector]_DMXChannel ("DMX Fixture Number/Sector (Per 13 Channels)", Int) = 0 + + [Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + //[HideInInspector][Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + [HideInInspector][Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + _FixutreIntensityMultiplier ("Intensity Multipler (For Bloom Scaling)", Range(1,15)) = 1 + _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Albedo (RGB)", 2D) = "white" {} + _NormalMap ("Normal Map", 2D) = "white" {} + _Glossiness ("Smoothness", Range(0,1)) = 0.5 + _Metallic ("Metallic", Range(0,1)) = 0.0 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _CurveMod ("Light Intensity Curve Modifier", Range (-3,8)) = 5.0 + _EmissionMask ("Emission Mask", 2D) = "white" {} + _FixtureMaxIntensity ("Maximum Light Intensity",Range (0,15)) = 1 + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + //[NoScaleOffset] _SceneAlbedo ("Scene Albedo Render Texture", 2D) = "white" {} + } + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 200 + + CGPROGRAM + // Physically based Standard lighting model, and enable shadows on all light types + #pragma surface surf Standard fullforwardshadows + + // Use shader model 3.0 target, to get nicer looking lighting + #pragma target 3.0 + + sampler2D _EmissionMask; + sampler2D _NormalMap; + + struct Input + { + float2 uv_MainTex; + float2 uv_NormalMap; + }; + #include "VRSL-StaticLight-FixtureMesh-Defines.cginc" + half _CurveMod, _FixutreIntensityMultiplier; + #include "../Shared/VRSL-DMXFunctions.cginc" + + + void surf (Input IN, inout SurfaceOutputStandard o) + { + float3 worldCam; + worldCam.x = unity_CameraToWorld[0][3]; + worldCam.y = unity_CameraToWorld[1][3]; + worldCam.z = unity_CameraToWorld[2][3]; + float3 objCamPos = mul(unity_WorldToObject, float4(worldCam, 1)).xyz; + float len = length(objCamPos.xy); + len *= len; + float blindingEffect = clamp(0.6/len,1.0,16.0); + + uint dmx = getDMXChannel(); + float strobe = IF(isStrobe() == 1, GetStrobeOutput(dmx), 1); + float4 OSCcol = getEmissionColor(); + OSCcol *= GetOSCColor(dmx); + float4 col = IF(isOSC() == 1, OSCcol, getEmissionColor()); + // Albedo comes from a texture tinted by color + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; + half4 e = col * strobe; + + o.Albedo = c.rgb; + o.Normal = UnpackNormal (tex2D (_NormalMap, IN.uv_NormalMap)); + e = IF(isOSC() == 1,lerp(half4(-_CurveMod,-_CurveMod,-_CurveMod,1), e, pow(GetOSCIntensity(dmx, 1.0), 1.0)), e); + e = clamp(e, half4(0,0,0,1), half4(_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,1)); + e *= tex2D(_EmissionMask, IN.uv_MainTex).r; + e*= _FixutreIntensityMultiplier; + o.Emission = ((e.rgb * _FixtureMaxIntensity) * getGlobalIntensity()) * getFinalIntensity(); + o.Emission *= blindingEffect; + o.Emission = o.Emission * _UniversalIntensity; + // Metallic and smoothness come from slider variables + o.Metallic = _Metallic; + o.Smoothness = _Glossiness; + o.Alpha = c.a; + } + ENDCG + } + CustomEditor "VRSLInspector" + FallBack "Diffuse" + +} diff --git a/Shaders/StaticLights/VRSL-StaticLight-FixtureMesh.shader.meta b/Shaders/StaticLights/VRSL-StaticLight-FixtureMesh.shader.meta new file mode 100644 index 0000000..96144b5 --- /dev/null +++ b/Shaders/StaticLights/VRSL-StaticLight-FixtureMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 75766aa491bc3034791ba036cd616ea7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/StaticLights/VRSL-StaticLight-LensFlare-5CH.shader b/Shaders/StaticLights/VRSL-StaticLight-LensFlare-5CH.shader new file mode 100644 index 0000000..f77027b --- /dev/null +++ b/Shaders/StaticLights/VRSL-StaticLight-LensFlare-5CH.shader @@ -0,0 +1,335 @@ +Shader "VRSL/Standard Static/Lens Flare 5CH" +{ + Properties + { + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _MainTex ("Texture", 2D) = "white" {} + _FadeAmt ("Fade Strength", Range(0,1)) = 1 + _ColorSat ("Color Saturtation Strength", Range(0,1)) = 1 + _ScaleFactor ("Scale Factor", Range(0,0.01)) = 1 + _ReferenceDistance("Reference Distance", Float) = 2 + _UVScale ("UV Scale Test", Range(0.001,2)) = 1 + _DMXChannel ("DMX Fixture Number/Sector (Per 13 Channels)", Int) = 0 + _FixtureMaxIntensity ("Maximum Light Intensity",Range (0,15)) = 1 + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + _CurveMod ("Light Intensity Curve Modifier", Range (-3,8)) = 5.0 + + [Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + _FixutreIntensityMultiplier ("Intensity Multipler (For Bloom Scaling)", Range(1,150)) = 1 + + _RemoveTextureArtifact("RemoveTextureArtifact", Range(0,0.1)) = 0 + + [Header(PreMultiply Alpha. Turn it ON only if your texture has correct alpha)] + [Toggle]_UsePreMultiplyAlpha("UsePreMultiplyAlpha (recommend _BaseMap's alpha = 'From Gray Scale')", Float) = 0 + + + [Header(Depth Occlusion)] + _LightSourceViewSpaceRadius("LightSourceViewSpaceRadius", range(0,1)) = 0.05 + _DepthOcclusionTestZBias("DepthOcclusionTestZBias", range(-1,1)) = -0.001 + + [Header(If camera too close Auto fadeout)] + _StartFadeinDistanceWorldUnit("StartFadeinDistanceWorldUnit",Float) = 0.05 + _EndFadeinDistanceWorldUnit("EndFadeinDistanceWorldUnit", Float) = 0.5 + + [Header(Optional Flicker animation)] + [Toggle]_ShouldDoFlicker("ShouldDoFlicker", FLoat) = 1 + _FlickerAnimSpeed("FlickerAnimSpeed", Float) = 5 + _FlickResultIntensityLowestPoint("FlickResultIntensityLowestPoint", range(0,1)) = 0.5 + } + SubShader + { + Tags { "RenderType"="Transparent" "Queue" = "Transparent+200" } + LOD 100 + + Pass + { + Zwrite Off + ZTest Off + Blend One One + Cull Off + Lighting Off + Tags{ "LightMode" = "Always" } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + // make fog work + // #pragma multi_compile_fog + #pragma multi_compile_instancing + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + half4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float2 uv : TEXCOORD0; + // UNITY_FOG_COORDS(1) + float4 vertex : SV_POSITION; + float4 screenPos : TEXCOORD1; + float4 worldDirection : TEXCOORD2; + float4 vertexWorldPos : TEXCOORD3; + half4 color : TEXCOORD4; + float maskX : TEXCOORD5; + + UNITY_VERTEX_INPUT_INSTANCE_ID // will turn into this in non OpenGL / non PSSL -> uint instanceID : SV_InstanceID; + UNITY_VERTEX_OUTPUT_STEREO + + }; + + #define COUNT 8 //you can edit to any number(e.g. 1~32), the lower the faster. Keeping this number a const can enable many compiler optimizations + + //sampler2D _CameraDepthTexture; + #include "VRSL-StaticLight-FixtureMesh-Defines.cginc" + // sampler2D _MainTex; + float4 _MainTex_ST; + //half4 _Emission; + half _ColorSat, _ScaleFactor, _ReferenceDistance, _UVScale, _FixutreIntensityMultiplier; + float _LightSourceViewSpaceRadius; + float _DepthOcclusionTestZBias; + + float _StartFadeinDistanceWorldUnit; + float _EndFadeinDistanceWorldUnit; + + float _UsePreMultiplyAlpha; + + float _FlickerAnimSpeed; + float _FlickResultIntensityLowestPoint; + float _ShouldDoFlicker; + half _RemoveTextureArtifact, _CurveMod; + #include "../Shared/VRSL-DMXFunctions.cginc" + + float4x4 GetWorldToViewMatrix() + { + return UNITY_MATRIX_V; + } + float4x4 GetObjectToWorldMatrix() + { + return UNITY_MATRIX_M; + } + + float3 TransformWorldToView(float3 positionWS) + { + return mul(GetWorldToViewMatrix(), float4(positionWS, 1.0)).xyz; + } + + float3 TransformObjectToWorld(float3 vertex) + { + return mul(GetObjectToWorldMatrix(), float4(vertex, 1.0)).xyz; + } + + inline float4 CalculateFrustumCorrection() + { + float x1 = -UNITY_MATRIX_P._31/(UNITY_MATRIX_P._11*UNITY_MATRIX_P._34); + float x2 = -UNITY_MATRIX_P._32/(UNITY_MATRIX_P._22*UNITY_MATRIX_P._34); + return float4(x1, x2, 0, UNITY_MATRIX_P._33/UNITY_MATRIX_P._34 + x1*UNITY_MATRIX_P._13 + x2*UNITY_MATRIX_P._23); + } + + //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + inline float CorrectedLinearEyeDepth(float z, float B) + { + return 1.0 / (z/UNITY_MATRIX_P._34 + B); + } + + float3 RGB2HSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); + float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + + v2f vert (appdata v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); //Insert + UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert + + uint dmx = getDMXChannel(); + float strobe = IF(isStrobe() == 1, GetStrobeOutputFiveCH(dmx), 1); + float4 OSCcol = getEmissionColor(); + OSCcol *= float4(getValueAtCoords(dmx+1, _OSCGridRenderTextureRAW), getValueAtCoords(dmx+2, _OSCGridRenderTextureRAW), getValueAtCoords(dmx+3, _OSCGridRenderTextureRAW), 1); + float4 coll = IF(isOSC() == 1, OSCcol, getEmissionColor()); + half4 e = coll * strobe; + e = IF(isOSC() == 1,lerp(half4(-_CurveMod,-_CurveMod,-_CurveMod,1), e, pow(getValueAtCoords(dmx, _OSCGridRenderTextureRAW), 1.0)), e); + e = clamp(e, half4(0,0,0,1), half4(_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,1)); + e*= _FixutreIntensityMultiplier; + e = float4(((e.rgb * _FixtureMaxIntensity) * getGlobalIntensity()) * getFinalIntensity(), e.w); + e*= _UniversalIntensity; + float3 eHSV = RGB2HSV(e.rgb); + if(eHSV.z <= 0.01) + { + v.vertex = float4(0,0,0,0); + o.vertex = UnityObjectToClipPos(v.vertex); + return o; + + } + + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.color = v.color * e; + + float3 quadPivotPosOS = float3(0,0,0); + float3 quadPivotPosWS = TransformObjectToWorld(quadPivotPosOS); + float3 quadPivotPosVS = TransformWorldToView(quadPivotPosWS); + + //get transform.lossyScale using: + //https://forum.unity.com/threads/can-i-get-the-scale-in-the-transform-of-the-object-i-attach-a-shader-to-if-so-how.418345/ + float2 scaleXY_WS = float2( + length(float3(GetObjectToWorldMatrix()[0].x, GetObjectToWorldMatrix()[1].x, GetObjectToWorldMatrix()[2].x)), // scale x axis + length(float3(GetObjectToWorldMatrix()[0].y, GetObjectToWorldMatrix()[1].y, GetObjectToWorldMatrix()[2].y)) // scale y axis + ); + + float3 posVS = quadPivotPosVS + float3(v.vertex.xy * scaleXY_WS,0);//recontruct quad 4 points in view space + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //complete SV_POSITION's view space to HClip space transformation + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + o.vertex = mul(UNITY_MATRIX_P,float4(posVS,1)); + + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //do smooth visibility test using brute force forloop (COUNT*2+1)^2 times inside a view space 2D grid area + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + float visibilityTestPassedCount = 0; + float linearEyeDepthOfFlarePivot = -quadPivotPosVS.z;//view space's forward is pointing to -Z, but we want +Z, so negate it + float testLoopSingleAxisWidth = COUNT*2+1; + float totalTestCount = testLoopSingleAxisWidth * testLoopSingleAxisWidth; + float divider = 1.0 / totalTestCount; + float maxSingleAxisOffset = _LightSourceViewSpaceRadius / testLoopSingleAxisWidth; + + //Test for n*n grid in view space, where quad pivot is grid's center. + //For each iteration, + //if that test point passed the scene depth occlusion test, we add 1 to visibilityTestPassedCount + for(int x = -COUNT; x <= COUNT; x++) + { + for(int y = -COUNT; y <= COUNT ; y++) + { + float3 testPosVS = quadPivotPosVS; + testPosVS.xy += float2(x,y) * maxSingleAxisOffset;//add 2D test grid offset, in const view space unit + float4 PivotPosCS = mul(UNITY_MATRIX_P,float4(testPosVS,1)); + float4 PivotScreenPos = ComputeScreenPos(PivotPosCS); + float2 screenUV = PivotScreenPos.xy/PivotScreenPos.w; + + //if screenUV out of bound, treat it as occluded, because no correct depth texture data can be used to compare + if(screenUV.x > 1 || screenUV.x < 0 || screenUV.y > 1 || screenUV.y < 0) + continue; //exit means occluded + + //we don't have tex2D() in vertex shader, because rasterization is not done by GPU, so we use tex2Dlod() with mip0 instead + float sampledSceneDepth = tex2Dlod(_CameraDepthTexture,float4(screenUV,0,0)).x;//(uv.x,uv.y,0,mipLevel) + float linearEyeDepthFromSceneDepthTexture = LinearEyeDepth(sampledSceneDepth); + float linearEyeDepthFromSelfALU = PivotPosCS.w; //clip space .w is view space z, = linear eye depth + + //do the actual depth comparision test + //+1 means flare test point is visible in screen space + //+0 means flare test point blocked by other objects in screen space, not visible + visibilityTestPassedCount += linearEyeDepthFromSelfALU + _DepthOcclusionTestZBias < linearEyeDepthFromSceneDepthTexture ? 1 : 0; + } + } + float visibilityResult01 = visibilityTestPassedCount * divider;//0~100% visiblility result + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //if camera too close to flare , smooth fade out to prevent flare blocking camera too much (usually for fps games) + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + visibilityResult01 *= smoothstep(_StartFadeinDistanceWorldUnit,_EndFadeinDistanceWorldUnit,linearEyeDepthOfFlarePivot); + + // if(_ShouldDoFlicker) + // { + // float flickerMul = 0; + // //TODO: expose more control to noise? (send me an issue in GitHub, if anyone need this) + // flickerMul += saturate(sin(_Time.y * _FlickerAnimSpeed * 1.0000)) * (1-_FlickResultIntensityLowestPoint) + _FlickResultIntensityLowestPoint; + // flickerMul += saturate(sin(_Time.y * _FlickerAnimSpeed * 0.6437)) * (1-_FlickResultIntensityLowestPoint) + _FlickResultIntensityLowestPoint; + // visibilityResult01 *= saturate(flickerMul/2); + // } + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //apply all combinations(visibilityResult01) to vertex color + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + o.color.a *= visibilityResult01; + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //premultiply alpha to rgb after alpha's calculation is done + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + o.color.rgb *= o.color.a; + o.color.a = _UsePreMultiplyAlpha? o.color.a : 0; + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //pure optimization: + //if flare is invisible or nearly invisible, + //invalid this vertex (and all connected vertices). + //This 100% early exit at clipping stage will prevent any rasterization & fragment shader cost at all + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + o.vertex = visibilityResult01 < divider ? 0 : o.vertex; + + + // float3 hsvFC = RGB2HSV(o.color.xyz); + // hsvFC.y = 0.0; + float4 e2 = float4(1,1,1,o.color.w); + + + o.maskX = lerp(1, 0, pow(distance(half2(0.5, 0.5), o.uv), _FadeAmt)); + float satMask = lerp(1, 0, pow(distance(half2(0.5, 0.5), o.uv), _ColorSat)); + o.color = lerp(o.color, e2, satMask); + + + + + + // UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + + + + + fixed4 frag (v2f i) : SV_Target + { + //UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + // float2 screenposUV = i.screenPos.xy / i.screenPos.w; + // //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + // float perspectiveDivide = 1.0f / i.vertex.w; + // float4 depthdirect = i.worldDirection * perspectiveDivide; + // float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenposUV); + // #if UNITY_REVERSED_Z + // if (sceneZ == 0) + // #else + // if (sceneZ == 1) + // #endif + // return float4(0,0,0,1); + // float depth = CorrectedLinearEyeDepth(sceneZ, depthdirect.w); + // //Convert from Corrected Linear Eye Depth to Linear01Depth + // //Credit: https://www.cyanilux.com/tutorials/depth/#eye-depth + // depth = (1.0 - (depth * _ZBufferParams.w)) / (depth * _ZBufferParams.z); + // depth = Linear01Depth(depth); + fixed4 col = saturate(tex2D(_MainTex, i.uv )-_RemoveTextureArtifact) * i.color; + // apply fog + // UNITY_APPLY_FOG(i.fogCoord, col); + + col *= i.maskX; + return col; + } + ENDCG + } + } +} diff --git a/Shaders/StaticLights/VRSL-StaticLight-LensFlare-5CH.shader.meta b/Shaders/StaticLights/VRSL-StaticLight-LensFlare-5CH.shader.meta new file mode 100644 index 0000000..5e32b0d --- /dev/null +++ b/Shaders/StaticLights/VRSL-StaticLight-LensFlare-5CH.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1ef34390ce6a77246bf2f01f898abaed +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/StaticLights/VRSL-StaticLight-LensFlare.shader b/Shaders/StaticLights/VRSL-StaticLight-LensFlare.shader new file mode 100644 index 0000000..628dea8 --- /dev/null +++ b/Shaders/StaticLights/VRSL-StaticLight-LensFlare.shader @@ -0,0 +1,335 @@ +Shader "VRSL/Standard Static/Lens Flare" +{ + Properties + { + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _MainTex ("Texture", 2D) = "white" {} + _FadeAmt ("Fade Strength", Range(0,1)) = 1 + _ColorSat ("Color Saturtation Strength", Range(0,1)) = 1 + _ScaleFactor ("Scale Factor", Range(0,0.01)) = 1 + _ReferenceDistance("Reference Distance", Float) = 2 + _UVScale ("UV Scale Test", Range(0.001,2)) = 1 + _DMXChannel ("DMX Fixture Number/Sector (Per 13 Channels)", Int) = 0 + _FixtureMaxIntensity ("Maximum Light Intensity",Range (0,15)) = 1 + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + _CurveMod ("Light Intensity Curve Modifier", Range (-3,8)) = 5.0 + + [Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + _FixutreIntensityMultiplier ("Intensity Multipler (For Bloom Scaling)", Range(1,150)) = 1 + + _RemoveTextureArtifact("RemoveTextureArtifact", Range(0,0.1)) = 0 + + [Header(PreMultiply Alpha. Turn it ON only if your texture has correct alpha)] + [Toggle]_UsePreMultiplyAlpha("UsePreMultiplyAlpha (recommend _BaseMap's alpha = 'From Gray Scale')", Float) = 0 + + + [Header(Depth Occlusion)] + _LightSourceViewSpaceRadius("LightSourceViewSpaceRadius", range(0,1)) = 0.05 + _DepthOcclusionTestZBias("DepthOcclusionTestZBias", range(-1,1)) = -0.001 + + [Header(If camera too close Auto fadeout)] + _StartFadeinDistanceWorldUnit("StartFadeinDistanceWorldUnit",Float) = 0.05 + _EndFadeinDistanceWorldUnit("EndFadeinDistanceWorldUnit", Float) = 0.5 + + [Header(Optional Flicker animation)] + [Toggle]_ShouldDoFlicker("ShouldDoFlicker", FLoat) = 1 + _FlickerAnimSpeed("FlickerAnimSpeed", Float) = 5 + _FlickResultIntensityLowestPoint("FlickResultIntensityLowestPoint", range(0,1)) = 0.5 + } + SubShader + { + Tags { "RenderType"="Transparent" "Queue" = "Transparent+200" } + LOD 100 + + Pass + { + Zwrite Off + ZTest Off + Blend One One + Cull Off + Lighting Off + Tags{ "LightMode" = "Always" } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + // make fog work + // #pragma multi_compile_fog + #pragma multi_compile_instancing + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + half4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float2 uv : TEXCOORD0; + // UNITY_FOG_COORDS(1) + float4 vertex : SV_POSITION; + float4 screenPos : TEXCOORD1; + float4 worldDirection : TEXCOORD2; + float4 vertexWorldPos : TEXCOORD3; + half4 color : TEXCOORD4; + float maskX : TEXCOORD5; + + UNITY_VERTEX_INPUT_INSTANCE_ID // will turn into this in non OpenGL / non PSSL -> uint instanceID : SV_InstanceID; + UNITY_VERTEX_OUTPUT_STEREO + + }; + + #define COUNT 8 //you can edit to any number(e.g. 1~32), the lower the faster. Keeping this number a const can enable many compiler optimizations + + //sampler2D _CameraDepthTexture; + #include "VRSL-StaticLight-FixtureMesh-Defines.cginc" + // sampler2D _MainTex; + float4 _MainTex_ST; + //half4 _Emission; + half _ColorSat, _ScaleFactor, _ReferenceDistance, _UVScale, _FixutreIntensityMultiplier; + float _LightSourceViewSpaceRadius; + float _DepthOcclusionTestZBias; + + float _StartFadeinDistanceWorldUnit; + float _EndFadeinDistanceWorldUnit; + + float _UsePreMultiplyAlpha; + + float _FlickerAnimSpeed; + float _FlickResultIntensityLowestPoint; + float _ShouldDoFlicker; + half _RemoveTextureArtifact, _CurveMod; + #include "../Shared/VRSL-DMXFunctions.cginc" + + float4x4 GetWorldToViewMatrix() + { + return UNITY_MATRIX_V; + } + float4x4 GetObjectToWorldMatrix() + { + return UNITY_MATRIX_M; + } + + float3 TransformWorldToView(float3 positionWS) + { + return mul(GetWorldToViewMatrix(), float4(positionWS, 1.0)).xyz; + } + + float3 TransformObjectToWorld(float3 vertex) + { + return mul(GetObjectToWorldMatrix(), float4(vertex, 1.0)).xyz; + } + + inline float4 CalculateFrustumCorrection() + { + float x1 = -UNITY_MATRIX_P._31/(UNITY_MATRIX_P._11*UNITY_MATRIX_P._34); + float x2 = -UNITY_MATRIX_P._32/(UNITY_MATRIX_P._22*UNITY_MATRIX_P._34); + return float4(x1, x2, 0, UNITY_MATRIX_P._33/UNITY_MATRIX_P._34 + x1*UNITY_MATRIX_P._13 + x2*UNITY_MATRIX_P._23); + } + + //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + inline float CorrectedLinearEyeDepth(float z, float B) + { + return 1.0 / (z/UNITY_MATRIX_P._34 + B); + } + + float3 RGB2HSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); + float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + + v2f vert (appdata v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); //Insert + UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert + + uint dmx = getDMXChannel(); + float strobe = IF(isStrobe() == 1, GetStrobeOutput(dmx), 1); + float4 OSCcol = getEmissionColor(); + OSCcol *= GetOSCColor(dmx); + float4 coll = IF(isOSC() == 1, OSCcol, getEmissionColor()); + half4 e = coll * strobe; + e = IF(isOSC() == 1,lerp(half4(-_CurveMod,-_CurveMod,-_CurveMod,1), e, pow(GetOSCIntensity(dmx, 1.0), 1.0)), e); + e = clamp(e, half4(0,0,0,1), half4(_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,_FixtureMaxIntensity*2,1)); + e*= _FixutreIntensityMultiplier; + e = float4(((e.rgb * _FixtureMaxIntensity) * getGlobalIntensity()) * getFinalIntensity(), e.w); + e*= _UniversalIntensity; + float3 eHSV = RGB2HSV(e.rgb); + if(eHSV.z <= 0.01) + { + v.vertex = float4(0,0,0,0); + o.vertex = UnityObjectToClipPos(v.vertex); + return o; + + } + + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.color = v.color * e; + + float3 quadPivotPosOS = float3(0,0,0); + float3 quadPivotPosWS = TransformObjectToWorld(quadPivotPosOS); + float3 quadPivotPosVS = TransformWorldToView(quadPivotPosWS); + + //get transform.lossyScale using: + //https://forum.unity.com/threads/can-i-get-the-scale-in-the-transform-of-the-object-i-attach-a-shader-to-if-so-how.418345/ + float2 scaleXY_WS = float2( + length(float3(GetObjectToWorldMatrix()[0].x, GetObjectToWorldMatrix()[1].x, GetObjectToWorldMatrix()[2].x)), // scale x axis + length(float3(GetObjectToWorldMatrix()[0].y, GetObjectToWorldMatrix()[1].y, GetObjectToWorldMatrix()[2].y)) // scale y axis + ); + + float3 posVS = quadPivotPosVS + float3(v.vertex.xy * scaleXY_WS,0);//recontruct quad 4 points in view space + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //complete SV_POSITION's view space to HClip space transformation + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + o.vertex = mul(UNITY_MATRIX_P,float4(posVS,1)); + + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //do smooth visibility test using brute force forloop (COUNT*2+1)^2 times inside a view space 2D grid area + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + float visibilityTestPassedCount = 0; + float linearEyeDepthOfFlarePivot = -quadPivotPosVS.z;//view space's forward is pointing to -Z, but we want +Z, so negate it + float testLoopSingleAxisWidth = COUNT*2+1; + float totalTestCount = testLoopSingleAxisWidth * testLoopSingleAxisWidth; + float divider = 1.0 / totalTestCount; + float maxSingleAxisOffset = _LightSourceViewSpaceRadius / testLoopSingleAxisWidth; + + //Test for n*n grid in view space, where quad pivot is grid's center. + //For each iteration, + //if that test point passed the scene depth occlusion test, we add 1 to visibilityTestPassedCount + for(int x = -COUNT; x <= COUNT; x++) + { + for(int y = -COUNT; y <= COUNT ; y++) + { + float3 testPosVS = quadPivotPosVS; + testPosVS.xy += float2(x,y) * maxSingleAxisOffset;//add 2D test grid offset, in const view space unit + float4 PivotPosCS = mul(UNITY_MATRIX_P,float4(testPosVS,1)); + float4 PivotScreenPos = ComputeScreenPos(PivotPosCS); + float2 screenUV = PivotScreenPos.xy/PivotScreenPos.w; + + //if screenUV out of bound, treat it as occluded, because no correct depth texture data can be used to compare + if(screenUV.x > 1 || screenUV.x < 0 || screenUV.y > 1 || screenUV.y < 0) + continue; //exit means occluded + + //we don't have tex2D() in vertex shader, because rasterization is not done by GPU, so we use tex2Dlod() with mip0 instead + float sampledSceneDepth = tex2Dlod(_CameraDepthTexture,float4(screenUV,0,0)).x;//(uv.x,uv.y,0,mipLevel) + float linearEyeDepthFromSceneDepthTexture = LinearEyeDepth(sampledSceneDepth); + float linearEyeDepthFromSelfALU = PivotPosCS.w; //clip space .w is view space z, = linear eye depth + + //do the actual depth comparision test + //+1 means flare test point is visible in screen space + //+0 means flare test point blocked by other objects in screen space, not visible + visibilityTestPassedCount += linearEyeDepthFromSelfALU + _DepthOcclusionTestZBias < linearEyeDepthFromSceneDepthTexture ? 1 : 0; + } + } + float visibilityResult01 = visibilityTestPassedCount * divider;//0~100% visiblility result + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //if camera too close to flare , smooth fade out to prevent flare blocking camera too much (usually for fps games) + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + visibilityResult01 *= smoothstep(_StartFadeinDistanceWorldUnit,_EndFadeinDistanceWorldUnit,linearEyeDepthOfFlarePivot); + + // if(_ShouldDoFlicker) + // { + // float flickerMul = 0; + // //TODO: expose more control to noise? (send me an issue in GitHub, if anyone need this) + // flickerMul += saturate(sin(_Time.y * _FlickerAnimSpeed * 1.0000)) * (1-_FlickResultIntensityLowestPoint) + _FlickResultIntensityLowestPoint; + // flickerMul += saturate(sin(_Time.y * _FlickerAnimSpeed * 0.6437)) * (1-_FlickResultIntensityLowestPoint) + _FlickResultIntensityLowestPoint; + // visibilityResult01 *= saturate(flickerMul/2); + // } + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //apply all combinations(visibilityResult01) to vertex color + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + o.color.a *= visibilityResult01; + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //premultiply alpha to rgb after alpha's calculation is done + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + o.color.rgb *= o.color.a; + o.color.a = _UsePreMultiplyAlpha? o.color.a : 0; + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //pure optimization: + //if flare is invisible or nearly invisible, + //invalid this vertex (and all connected vertices). + //This 100% early exit at clipping stage will prevent any rasterization & fragment shader cost at all + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + o.vertex = visibilityResult01 < divider ? 0 : o.vertex; + + + // float3 hsvFC = RGB2HSV(o.color.xyz); + // hsvFC.y = 0.0; + float4 e2 = float4(1,1,1,o.color.w); + + + o.maskX = lerp(1, 0, pow(distance(half2(0.5, 0.5), o.uv), _FadeAmt)); + float satMask = lerp(1, 0, pow(distance(half2(0.5, 0.5), o.uv), _ColorSat)); + o.color = lerp(o.color, e2, satMask); + + + + + + // UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + + + + + fixed4 frag (v2f i) : SV_Target + { + //UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + // float2 screenposUV = i.screenPos.xy / i.screenPos.w; + // //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + // float perspectiveDivide = 1.0f / i.vertex.w; + // float4 depthdirect = i.worldDirection * perspectiveDivide; + // float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenposUV); + // #if UNITY_REVERSED_Z + // if (sceneZ == 0) + // #else + // if (sceneZ == 1) + // #endif + // return float4(0,0,0,1); + // float depth = CorrectedLinearEyeDepth(sceneZ, depthdirect.w); + // //Convert from Corrected Linear Eye Depth to Linear01Depth + // //Credit: https://www.cyanilux.com/tutorials/depth/#eye-depth + // depth = (1.0 - (depth * _ZBufferParams.w)) / (depth * _ZBufferParams.z); + // depth = Linear01Depth(depth); + fixed4 col = saturate(tex2D(_MainTex, i.uv )-_RemoveTextureArtifact) * i.color; + // apply fog + // UNITY_APPLY_FOG(i.fogCoord, col); + + col *= i.maskX; + return col; + } + ENDCG + } + } +} diff --git a/Shaders/StaticLights/VRSL-StaticLight-LensFlare.shader.meta b/Shaders/StaticLights/VRSL-StaticLight-LensFlare.shader.meta new file mode 100644 index 0000000..2e9da67 --- /dev/null +++ b/Shaders/StaticLights/VRSL-StaticLight-LensFlare.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 60294fccbdbda8341904c957e9d4b8b9 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/StaticLights/VRSL-StaticLight-ProjectionFrag.cginc b/Shaders/StaticLights/VRSL-StaticLight-ProjectionFrag.cginc new file mode 100644 index 0000000..6989ada --- /dev/null +++ b/Shaders/StaticLights/VRSL-StaticLight-ProjectionFrag.cginc @@ -0,0 +1,137 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +#define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + + float3 getWpos(float depth, float3 ray) + { + float4 vpos = float4(ray * depth, 1); + // scale ray by linearized depth, which gives us the position of the ray + // intersection with the depth buffer in view space. This is the point of intersection in view space. + + float3 wpos = (mul(unity_CameraToWorld, vpos).xyz); + //convert view space coordinate to world space coordinate. + //Wpos is now coordinates for intersection. + return wpos; + } + + float3 getProjPos(float3 wpos) + { + return (mul(unity_WorldToObject,float4(wpos.x, wpos.y, wpos.z, 1))); + } + + inline float CorrectedLinearEyeDepth(float z, float B) + { + return 1.0 / (z/UNITY_MATRIX_P._34 + B); + } + + + + fixed4 ProjectionFrag(v2f i) : SV_Target + { + //UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + UNITY_SETUP_INSTANCE_ID(i); + float gi = i.globalFinalIntensity.x; + float fi = i.globalFinalIntensity.y; + float4 emissionTint = i.emissionColor; + #ifdef FIVECH + if(((all(i.rgbColor <= float4(0.01,0.01,0.01,1)) || i.intensityStrobe.x <= 0.01) && isOSC() == 1) || gi <= 0.005 || fi <= 0.005 || all(emissionTint <= float4(0.005, 0.005, 0.005, 1.0))) + { + return float4(0,0,0,0); + } + #else + if(((all(i.rgbColor <= float4(0.05,0.05,0.05,1)) || i.intensityStrobe.x <= 0.05) && isOSC() == 1) || gi <= 0.005 || fi <= 0.005 || all(emissionTint <= float4(0.005, 0.005, 0.005, 1.0))) + { + return float4(0,0,0,0); + } + #endif + + if(i.color.g != 0) + { + + i.ray = i.ray * (_ProjectionParams.z / i.ray.z); + + float2 screenposUV = i.screenPos.xy / i.screenPos.w; + + //CREDIT TO DJ LUKIS FOR MIRROR DEPTH CORRECTION + float perspectiveDivide = 1.0f / i.pos.w; + float4 direction = i.worldDirection * perspectiveDivide; + float2 altScreenPos = i.screenPos.xy * perspectiveDivide; + + + float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenposUV); + + #if UNITY_REVERSED_Z + if (sceneZ == 0) + #else + if (sceneZ == 1) + #endif + return float4(0,0,0,1); + //Convert to Corrected LinearEyeDepth by DJ Lukis + float depth = CorrectedLinearEyeDepth(sceneZ, direction.w); + + //Convert from Corrected Linear Eye Depth to Linear01Depth + //Credit: https://www.cyanilux.com/tutorials/depth/#eye-depth + depth = (1.0 - (depth * _ZBufferParams.w)) / (depth * _ZBufferParams.z); + //Convert to Linear01Depth + depth = Linear01Depth(depth); + float3 objectOrigin = mul(unity_ObjectToWorld, float4(0.0,0.0,0.0,1.0) ).xyz; + //get object origin in world space. + //float3 fragViewPos = float4(i.ray * depth, 1); + + float3 wpos = getWpos(depth, i.ray); + float3 projPos = getProjPos(wpos); + float distanceFromOrigin = length(objectOrigin - wpos); + float attenuationDist = length(objectOrigin - wpos); + float attenuation = 1.0 / (_ProjectionDistanceFallOff + _Fade * attenuationDist + _FeatherOffset * (attenuationDist * attenuationDist)); + + float UVscale = 1/(_ProjectionDistanceFallOff + (distanceFromOrigin * _ProjectionUVMod) + (_FeatherOffset * (distanceFromOrigin * distanceFromOrigin))); + + //float3 calculatedWorldNormal = getCalculatedWorldNormal(projPos); + + float2 uvCoords = (((float2((projPos.x), projPos.y) * UVscale))); + //uvCoords = mul(uvCoords, projPos.z); + float2 oldUVcoords = uvCoords; + //Get coordinate plane in object space + + uvCoords.x += _XOffset; + uvCoords.y += _YOffset; + uvCoords.x *= _ModX; + uvCoords.y *= _ModY; + //uvCoords = normalize(mul(float4(uvCoords, 0.0, 0.0), unity_ObjectToWorld)).xy; + + clip(uvCoords); + //Discard any pixels that are outside of the traditional 0-1 UV bounds. + + float4 tex = tex2D(_ProjectionMainTex, uvCoords); + //tex = float4(tex.x, tex.y, tex.z, pow(tex.w * distanceFromOrigin, -1)); + //tex = pow(tex * distanceFromOrigin, 1); + float distFromUVOrigin = (abs(distance(uvCoords, half2(0,0)))); + //calculatedWorldNormal = UnpackNormal(tex2D(_SceneNormals, oldUVcoords)); + // Create create xy coordinate plane based on object space, make sure it scales based on the + // distance from the intersection + + clip(1.0 - uvCoords); + float4 col = tex; + //float4 col = tex * float4(n,1); + + //clip(projPos.z); + float strobe = IF(isStrobe() == 1, i.intensityStrobe.y, 1); + + + float4 OSCcol = col; + OSCcol *= i.rgbColor; + col = IF(isOSC() == 1, OSCcol, col); + + + float4 result = ((col * UVscale * _ProjectionMaxIntensity) * emissionTint) * strobe; + float fadeRange = (saturate(1-(pow(10, distanceFromOrigin - 2)))); + return (((lerp(result,float4(0,0,0,0), smoothstep(distanceFromOrigin, 0, _Fade))) * gi) * fi) * _UniversalIntensity; + } + else + { + clip(i.pos); + discard; + return float4(0,0,0,0); + } + + } \ No newline at end of file diff --git a/Shaders/StaticLights/VRSL-StaticLight-ProjectionFrag.cginc.meta b/Shaders/StaticLights/VRSL-StaticLight-ProjectionFrag.cginc.meta new file mode 100644 index 0000000..d1bd864 --- /dev/null +++ b/Shaders/StaticLights/VRSL-StaticLight-ProjectionFrag.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7babb285c437677428c9afdca8462ecd +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/StaticLights/VRSL-StaticLight-ProjectionMesh-5CH.shader b/Shaders/StaticLights/VRSL-StaticLight-ProjectionMesh-5CH.shader new file mode 100644 index 0000000..7c8092a --- /dev/null +++ b/Shaders/StaticLights/VRSL-StaticLight-ProjectionMesh-5CH.shader @@ -0,0 +1,227 @@ +Shader "VRSL/Standard Static/Projection-5CH" +{ + + Properties + { + + //[Header (INSTANCED PROPERITES)] + [HideInInspector]_DMXChannel ("DMX Fixture Number/Sector (Per 13 Channels)", Int) = 0 + + [HideInInspector][Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Source Blend mode", Float) = 2 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Destination Blend mode", Float) = 1 + [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0 + // _BlockLengthX("OSC Block Base Distance X", Float) = 0.019231 + // _BlockLengthY("OSC Block Base Distance Y", Float) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + + //[Header(LIGHTING CONTROLS)] + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _FixtureMaxIntensity ("Maximum Light Intensity",Range (0,6)) = 1 + + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + //[NoScaleOffset] _SceneAlbedo ("Scene Albedo Render Texture", 2D) = "white" {} + + + + //[Header(PROJECTION SETTINGS)] + + [NoScaleOffset] _ProjectionMainTex ("Projection Texture GOBO 1", 2D) = "white"{} + _ProjectionMaxIntensity ("Maximum Projection Intensity", Range (0,50)) = 1 + + _XOffset ("Projection Offset X", Range(-6, 6)) = 0 + _YOffset ("Projection Offset Y", Range(-6, 6)) = 0 + + + _ConeWidth("Specular Strength or whatever", Range(0,5)) = 0 + _ProjectionRange ("Projection Drawing Range", Range(0,20)) = 0 + _ProjectionRangeOrigin ("Projection Drawing Range Scale Origin", Float) = (0, -0.07535, 0.12387, 0) + + //[Space(12)] + _ProjectionDistanceFallOff("Attenuation Constant", Range(0,1)) = 1 + _ProjectionUVMod ("Projection UV Scale Modifier ", Range(0,1)) = 0 + _Fade ("Light Range", Range(0, 25)) = 1 + _FeatherOffset ("Attenuation Quadratic", Range(0,1)) = 1 + //[Space(12)] + + [Toggle] _UseWorldNorm("Use World Normal vs View Normal", Float) = 0 + _ModX ("Projection UV X Stretch", Range(-2, 2)) = 1 + _ModY ("Projection UV Y Stretch", Range(-2, 2)) = 1 + _ProjectionRotation("Projection UV Rotation", Range(-180, 180)) = 0 + [Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + _SpinSpeed ("Auto Spin Speed", Range(0, 10)) = 0 + + //[Space(8)] + + _RedMultiplier ("Red Channel Multiplier", Range(1, 5)) = 1 + _GreenMultiplier ("Green Channel Multiplier", Range(1, 5)) = 1 + _BlueMultiplier ("Blue Channel Multiplier", Range(1,5)) = 1 + + + + } + SubShader + { + //UNITY_REQUIRE_ADVANDED_BLEND(all_equations) + Tags{ "Queue" = "Transparent+1" "IgnoreProjector"="True" "RenderType" = "Transparent" } + Pass + { + + Tags{ "ForceNoShadowCasting"="True" "IgnoreProjector"="True" "LightMode" = "Always"} + Cull Front + Ztest GEqual + ZWrite Off + Blend [_BlendSrc] [_BlendDst] + BlendOp [_BlendOp] + Lighting Off + //SeparateSpecular Off + + Stencil + { + Ref 142 + Comp Greater + } + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + //#pragma multi_compile_fog + #pragma multi_compile_instancing + + #define PROJECTION_YES + #define FIVECH + + #include "UnityCG.cginc" + + + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 texcoord : TEXCOORD1; + float4 color : COLOR; + float3 normal : TEXCOORD3; + float3 tangent : TANGENT; + float4 projectionorigin : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float3 ray : TEXCOORD2; + float4 screenPos : TEXCOORD4; + float4 color : COLOR; + float3 normal : TEXCOORD3; + float2 dmx: TEXCOORD10; + float4 projectionorigin : TEXCOORD5; + float4 worldDirection : TEXCOORD6; + float4 worldPos : TEXCOORD7; + float2 intensityStrobe : TEXCOORD11; + float4 rgbColor : TEXCOORD12; + float4 emissionColor : TEXCOORD13; + float2 globalFinalIntensity : TEXCOORD14; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + #include "../Shared/VRSL-Defines.cginc" + #include "../Shared/VRSL-DMXFunctions.cginc" + #include "VRSL-StaticLight-ProjectionFrag.cginc" + + #define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + + + float4 CalculateProjectionScaleRange(appdata v, float4 input, float scalar) + { + float4 oldinput = input; + float4x4 scaleMatrix = float4x4(scalar, 0, 0, 0, + 0, scalar, 0, 0, + 0, 0, scalar, 0, + 0, 0, 0, 1.0); + float4 newOrigin = input.w * _ProjectionRangeOrigin; + input.xyz = input.xyz - newOrigin; + //Do stretch + float4 newProjectionScale = mul(scaleMatrix, input); + input.xyz = newProjectionScale; + input.xyz = input.xyz + newOrigin; + input.xyz = IF(v.color.g != 0, input.xyz, oldinput); + return input; + } + + + inline float4 CalculateFrustumCorrection() + { + float x1 = -UNITY_MATRIX_P._31/(UNITY_MATRIX_P._11*UNITY_MATRIX_P._34); + float x2 = -UNITY_MATRIX_P._32/(UNITY_MATRIX_P._22*UNITY_MATRIX_P._34); + return float4(x1, x2, 0, UNITY_MATRIX_P._33/UNITY_MATRIX_P._34 + x1*UNITY_MATRIX_P._13 + x2*UNITY_MATRIX_P._23); + } + + + //VERTEX SHADER + v2f vert (appdata v) + { + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_SETUP_INSTANCE_ID(v); + // + UNITY_TRANSFER_INSTANCE_ID(v, o); + uint dmx = getDMXChannel(); + o.intensityStrobe = float2(getValueAtCoords(dmx, _OSCGridRenderTextureRAW),GetStrobeOutputFiveCH(dmx)); + o.rgbColor = float4(getValueAtCoords(dmx+1, _OSCGridRenderTextureRAW), getValueAtCoords(dmx+2, _OSCGridRenderTextureRAW), getValueAtCoords(dmx+3, _OSCGridRenderTextureRAW), 1); + o.rgbColor *= o.intensityStrobe.x; + o.emissionColor = getEmissionColor(); + o.globalFinalIntensity.x = getGlobalIntensity(); + o.globalFinalIntensity.y = getFinalIntensity(); + + v.vertex = CalculateProjectionScaleRange(v, v.vertex, _ProjectionRange); + o.projectionorigin = CalculateProjectionScaleRange(v, _ProjectionRangeOrigin, _ProjectionRange); + //move verts to clip space + o.pos = UnityObjectToClipPos(v.vertex); + + //get screen space position of verts + o.screenPos = ComputeScreenPos(o.pos); + //Putting in the vertex position before the transformation seems to somewhat move the projection correctly, but is still incorrect...? + o.ray = UnityObjectToViewPos(v.vertex).xyz; + //invert z axis so that it projects from camera properly + o.ray *= float3(1,1,-1); + //saving vertex color incase needing to perform rotation calculation in fragment shader + o.color = v.color; + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + //For Mirror Depth Correction + o.worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos; + // pack correction factor into direction w component to save space + o.worldDirection.w = dot(o.pos, CalculateFrustumCorrection()); + if(((all(o.rgbColor <= float4(0.01,0.01,0.01,1)) || o.intensityStrobe.x <= 0.01) && isOSC() == 1) || o.globalFinalIntensity.x <= 0.005 || o.globalFinalIntensity.y <= 0.005 || all(o.emissionColor <= float4(0.005, 0.005, 0.005, 1.0))) + { + v.vertex = float4(0,0,0,0); + o.pos = UnityObjectToClipPos(v.vertex); + } + + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + //UNITY_SETUP_INSTANCE_ID(i); + return ProjectionFrag(i); + } + ENDCG + + } + + + } + CustomEditor "VRSLInspector" +} diff --git a/Shaders/StaticLights/VRSL-StaticLight-ProjectionMesh-5CH.shader.meta b/Shaders/StaticLights/VRSL-StaticLight-ProjectionMesh-5CH.shader.meta new file mode 100644 index 0000000..146bd48 --- /dev/null +++ b/Shaders/StaticLights/VRSL-StaticLight-ProjectionMesh-5CH.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 68f4f5861db8db540af2a3189dfec2a1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/StaticLights/VRSL-StaticLight-ProjectionMesh.shader b/Shaders/StaticLights/VRSL-StaticLight-ProjectionMesh.shader new file mode 100644 index 0000000..369fd2d --- /dev/null +++ b/Shaders/StaticLights/VRSL-StaticLight-ProjectionMesh.shader @@ -0,0 +1,225 @@ +Shader "VRSL/Standard Static/Projection" +{ + + Properties + { + + //[Header (INSTANCED PROPERITES)] + [HideInInspector]_DMXChannel ("DMX Fixture Number/Sector (Per 13 Channels)", Int) = 0 + + [HideInInspector][Toggle] _EnableStrobe ("Enable Strobe", Int) = 0 + + [Toggle] _EnableCompatibilityMode ("Enable Compatibility Mode", Int) = 0 + [Toggle] _EnableVerticalMode ("Enable Vertical Mode", Int) = 0 + [Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Source Blend mode", Float) = 2 + [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Destination Blend mode", Float) = 1 + [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0 + // _BlockLengthX("OSC Block Base Distance X", Float) = 0.019231 + // _BlockLengthY("OSC Block Base Distance Y", Float) = 0 + [HideInInspector]_StrobeFreq("Strobe Frequency", Range(0,25)) = 1 + + //[Header(LIGHTING CONTROLS)] + _GlobalIntensity("Global Intensity", Range(0,1)) = 1 + _FinalIntensity("Final Intensity", Range(0,1)) = 1 + _UniversalIntensity ("Universal Intensity", Range (0,1)) = 1 + [HDR]_Emission("Light Color Tint", Color) = (1,1,1,1) + _FixtureMaxIntensity ("Maximum Light Intensity",Range (0,6)) = 1 + + [Toggle] _UseRawGrid("Use Raw Grid For Light Intensity", Int) = 0 + [NoScaleOffset] _OSCGridRenderTextureRAW("OSC Grid Render Texture (RAW Unsmoothed)", 2D) = "white" {} + [NoScaleOffset] _OSCGridRenderTexture("OSC Grid Render Texture (To Control Lights)", 2D) = "white" {} + [NoScaleOffset] _OSCGridStrobeTimer ("OSC Grid Render Texture (For Strobe Timings", 2D) = "white" {} + //[NoScaleOffset] _SceneAlbedo ("Scene Albedo Render Texture", 2D) = "white" {} + + + + //[Header(PROJECTION SETTINGS)] + + [NoScaleOffset] _ProjectionMainTex ("Projection Texture GOBO 1", 2D) = "white"{} + _ProjectionMaxIntensity ("Maximum Projection Intensity", Range (0,50)) = 1 + + _XOffset ("Projection Offset X", Range(-6, 6)) = 0 + _YOffset ("Projection Offset Y", Range(-6, 6)) = 0 + + + _ConeWidth("Specular Strength or whatever", Range(0,5)) = 0 + _ProjectionRange ("Projection Drawing Range", Range(0,20)) = 0 + _ProjectionRangeOrigin ("Projection Drawing Range Scale Origin", Float) = (0, -0.07535, 0.12387, 0) + + //[Space(12)] + _ProjectionDistanceFallOff("Attenuation Constant", Range(0,1)) = 1 + _ProjectionUVMod ("Projection UV Scale Modifier ", Range(0,1)) = 0 + _Fade ("Light Range", Range(0, 25)) = 1 + _FeatherOffset ("Attenuation Quadratic", Range(0,1)) = 1 + //[Space(12)] + + [Toggle] _UseWorldNorm("Use World Normal vs View Normal", Float) = 0 + _ModX ("Projection UV X Stretch", Range(-2, 2)) = 1 + _ModY ("Projection UV Y Stretch", Range(-2, 2)) = 1 + _ProjectionRotation("Projection UV Rotation", Range(-180, 180)) = 0 + [Toggle] _EnableSpin("Enable Auto Spinning", Float) = 0 + _SpinSpeed ("Auto Spin Speed", Range(0, 10)) = 0 + + //[Space(8)] + + _RedMultiplier ("Red Channel Multiplier", Range(1, 5)) = 1 + _GreenMultiplier ("Green Channel Multiplier", Range(1, 5)) = 1 + _BlueMultiplier ("Blue Channel Multiplier", Range(1,5)) = 1 + + + + } + SubShader + { + //UNITY_REQUIRE_ADVANDED_BLEND(all_equations) + Tags{ "Queue" = "Transparent+1" "IgnoreProjector"="True" "RenderType" = "Transparent" } + Pass + { + + Tags{ "ForceNoShadowCasting"="True" "IgnoreProjector"="True" "LightMode" = "Always"} + Cull Front + Ztest GEqual + ZWrite Off + Blend [_BlendSrc] [_BlendDst] + BlendOp [_BlendOp] + Lighting Off + //SeparateSpecular Off + + Stencil + { + Ref 142 + Comp Greater + } + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + //#pragma multi_compile_fog + #pragma multi_compile_instancing + + #define PROJECTION_YES + + #include "UnityCG.cginc" + + + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 texcoord : TEXCOORD1; + float4 color : COLOR; + float3 normal : TEXCOORD3; + float3 tangent : TANGENT; + float4 projectionorigin : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float3 ray : TEXCOORD2; + float4 screenPos : TEXCOORD4; + float4 color : COLOR; + float3 normal : TEXCOORD3; + float2 dmx: TEXCOORD10; + float4 projectionorigin : TEXCOORD5; + float4 worldDirection : TEXCOORD6; + float4 worldPos : TEXCOORD7; + float2 intensityStrobe : TEXCOORD11; + float4 rgbColor : TEXCOORD12; + float4 emissionColor : TEXCOORD13; + float2 globalFinalIntensity : TEXCOORD14; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + #include "../Shared/VRSL-Defines.cginc" + #include "../Shared/VRSL-DMXFunctions.cginc" + #include "VRSL-StaticLight-ProjectionFrag.cginc" + + #define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); + + + float4 CalculateProjectionScaleRange(appdata v, float4 input, float scalar) + { + float4 oldinput = input; + float4x4 scaleMatrix = float4x4(scalar, 0, 0, 0, + 0, scalar, 0, 0, + 0, 0, scalar, 0, + 0, 0, 0, 1.0); + float4 newOrigin = input.w * _ProjectionRangeOrigin; + input.xyz = input.xyz - newOrigin; + //Do stretch + float4 newProjectionScale = mul(scaleMatrix, input); + input.xyz = newProjectionScale; + input.xyz = input.xyz + newOrigin; + input.xyz = IF(v.color.g != 0, input.xyz, oldinput); + return input; + } + + + inline float4 CalculateFrustumCorrection() + { + float x1 = -UNITY_MATRIX_P._31/(UNITY_MATRIX_P._11*UNITY_MATRIX_P._34); + float x2 = -UNITY_MATRIX_P._32/(UNITY_MATRIX_P._22*UNITY_MATRIX_P._34); + return float4(x1, x2, 0, UNITY_MATRIX_P._33/UNITY_MATRIX_P._34 + x1*UNITY_MATRIX_P._13 + x2*UNITY_MATRIX_P._23); + } + + + //VERTEX SHADER + v2f vert (appdata v) + { + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_SETUP_INSTANCE_ID(v); + // + UNITY_TRANSFER_INSTANCE_ID(v, o); + uint dmx = getDMXChannel(); + o.intensityStrobe = float2(GetOSCIntensity(dmx, 1.0),GetStrobeOutput(dmx)); + o.rgbColor = GetOSCColor(dmx); + o.emissionColor = getEmissionColor(); + o.globalFinalIntensity.x = getGlobalIntensity(); + o.globalFinalIntensity.y = getFinalIntensity(); + + v.vertex = CalculateProjectionScaleRange(v, v.vertex, _ProjectionRange); + o.projectionorigin = CalculateProjectionScaleRange(v, _ProjectionRangeOrigin, _ProjectionRange); + //move verts to clip space + o.pos = UnityObjectToClipPos(v.vertex); + + //get screen space position of verts + o.screenPos = ComputeScreenPos(o.pos); + //Putting in the vertex position before the transformation seems to somewhat move the projection correctly, but is still incorrect...? + o.ray = UnityObjectToViewPos(v.vertex).xyz; + //invert z axis so that it projects from camera properly + o.ray *= float3(1,1,-1); + //saving vertex color incase needing to perform rotation calculation in fragment shader + o.color = v.color; + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + //For Mirror Depth Correction + o.worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos; + // pack correction factor into direction w component to save space + o.worldDirection.w = dot(o.pos, CalculateFrustumCorrection()); + if(((all(o.rgbColor <= float4(0.05,0.05,0.05,1)) || o.intensityStrobe.x <= 0.05) && isOSC() == 1) || o.globalFinalIntensity.x <= 0.005 || o.globalFinalIntensity.y <= 0.005 || all(o.emissionColor <= float4(0.005, 0.005, 0.005, 1.0))) + { + v.vertex = float4(0,0,0,0); + o.pos = UnityObjectToClipPos(v.vertex); + } + + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + //UNITY_SETUP_INSTANCE_ID(i); + return ProjectionFrag(i); + } + ENDCG + + } + + + } + CustomEditor "VRSLInspector" +} diff --git a/Shaders/StaticLights/VRSL-StaticLight-ProjectionMesh.shader.meta b/Shaders/StaticLights/VRSL-StaticLight-ProjectionMesh.shader.meta new file mode 100644 index 0000000..ce69417 --- /dev/null +++ b/Shaders/StaticLights/VRSL-StaticLight-ProjectionMesh.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3112589b70301d047baf8f5211152b0e +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/VRSLDMX.cginc b/Shaders/VRSLDMX.cginc new file mode 100644 index 0000000..f6058f9 --- /dev/null +++ b/Shaders/VRSLDMX.cginc @@ -0,0 +1,104 @@ + +float2 LegacyRead(int channel, int sector) +{ + // say we were on sector 6 + // we need to move over 2 sectors + // and we need to move up 3 sectors + + //1 sector is every 13 channels + float x = 0.02000; + float y = 0.02000; + //TRAVERSING THE Y AXIS OF THE OSC GRID + float ymod = floor(sector / 2.0); + + //TRAVERSING THE X AXIS OF THE OSC GRID + float xmod = sector % 2.0; + + x+= (xmod * 0.50); + y+= (ymod * 0.04); + + x+= (channel * 0.04); + //we are now on the correct + return float2(x,y); + +} + +float2 IndustryRead(int x, int y, uint DMXChannel) +{ + + float resMultiplierX = (_OSCGridRenderTextureRAW_TexelSize.z / 13); + float2 xyUV = float2(0.0,0.0); + + xyUV.x = ((x * resMultiplierX) * _OSCGridRenderTextureRAW_TexelSize.x); + xyUV.y = (y * resMultiplierX) * _OSCGridRenderTextureRAW_TexelSize.y; + xyUV.y -= 0.001; + xyUV.x -= 0.015; + // xyUV.x = DMXChannel == 15 ? xyUV.x + 0.0769 : xyUV.x; + return xyUV; +} + +//function for getting the value on the OSC Grid +//Returns a value from 0 to 1 +float ReadDMX(uint DMXChannel, sampler2D _Tex) +{ + //DMXChannel = DMXChannel == 15.0 ? DMXChannel + 1 : DMXChannel; + uint x = DMXChannel % 13; // starts at 1 ends at 13 + x = x == 0.0 ? 13.0 : x; + float y = DMXChannel / 13.0; // starts at 1 // doubles as sector + y = frac(y)== 0.00000 ? y - 1 : y; + + float2 xyUV = _EnableCompatibilityMode == 1 ? LegacyRead(x-1.0,y) : IndustryRead(x,(y + 1.0), DMXChannel); + + float4 uvcoords = float4(xyUV.x, xyUV.y, 0,0); + float4 c = tex2Dlod(_Tex, uvcoords); + float3 cRGB = float3(c.r, c.g, c.b); + float value = LinearRgbToLuminance(cRGB); + value = LinearToGammaSpaceExact(value); + return value; +} +//function for getting the value on the OSC Grid +//Returns a value from 0 to 1 +float ReadDMXRaw(uint DMXChannel, sampler2D _Tex) +{ + // DMXChannel = DMXChannel == 15.0 ? DMXChannel + 1 : DMXChannel; + uint x = DMXChannel % 13; // starts at 1 ends at 13 + x = x == 0.0 ? 13.0 : x; + float y = DMXChannel / 13.0; // starts at 1 // doubles as sector + y = frac(y)== 0.00000 ? y - 1 : y; + if(x == 13.0) //for the 13th channel of each sector... Go down a sector for these DMX Channel Ranges... + { + + //I don't know why, but we need this for some reason otherwise the 13th channel gets shifted around improperly. + //I"m not sure how to express these exception ranges mathematically. Doing so would be much more cleaner though. + y = DMXChannel >= 90 && DMXChannel <= 404 ? y - 1 : y; + y = DMXChannel >= 676 && DMXChannel <= 819 ? y - 1 : y; + y = DMXChannel >= 1339 ? y - 1 : y; + } + + float2 xyUV = _EnableCompatibilityMode == 1 ? LegacyRead(x-1.0,y) : IndustryRead(x,(y + 1.0), DMXChannel); + + float4 uvcoords = float4(xyUV.x, xyUV.y, 0,0); + float4 c = tex2Dlod(_Tex, uvcoords); + + return c.r; +} + +float GetStrobeOutput(uint DMXChannel) +{ + + float phase = ReadDMXRaw(DMXChannel + 6, _OSCGridStrobeTimer); + float status = ReadDMX(DMXChannel + 6, _OSCGridRenderTextureRAW); + + half strobe = (sin(phase));//Get sin wave + strobe = IF(strobe > 0.0, 1.0, 0.0);//turn to square wave + //strobe = saturate(strobe); + + strobe = IF(status > 0.2, strobe, 1); //minimum channel threshold set + + //check if we should even be strobing at all. + strobe = IF(isOSC() == 1, strobe, 1); + strobe = IF(isStrobe() == 1, strobe, 1); + + return strobe; + +} \ No newline at end of file diff --git a/Shaders/VRSLDMX.cginc.meta b/Shaders/VRSLDMX.cginc.meta new file mode 100644 index 0000000..04f93da --- /dev/null +++ b/Shaders/VRSLDMX.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 586d4981e95c4d74b8d07f3d1d0142ec +ShaderImporter: 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