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diff --git a/Animations/Light Intensity Animations/Mover-SpotLights-Variants/MoverLight-Animation-2-4-Flash(Clap).anim.meta b/Animations/Light Intensity Animations/Mover-SpotLights-Variants/MoverLight-Animation-2-4-Flash(Clap).anim.meta
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diff --git a/Animations/Light Intensity Animations/Mover-SpotLights-Variants/MoverLight-Animation-2-Step-Flash.anim.meta b/Animations/Light Intensity Animations/Mover-SpotLights-Variants/MoverLight-Animation-2-Step-Flash.anim.meta
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diff --git a/Animations/Light Intensity Animations/Mover-SpotLights-Variants/MoverLight-Animation-4-Bar-8th-OffBeat-Flash.anim b/Animations/Light Intensity Animations/Mover-SpotLights-Variants/MoverLight-Animation-4-Bar-8th-OffBeat-Flash.anim
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+Shader "Unlit/TestAvatarShader"
+{
+ Properties
+ {
+ //_MainTex ("Texture", 2D) = "white" {}
+ _DMXGroup("DMX Group", Int) = 1
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" }
+ LOD 100
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ // make fog work
+ #pragma multi_compile_fog
+
+ uint group;
+ #include "UnityCG.cginc"
+ #include "VRSL-DMXAvatarFunctions.cginc"
+
+ 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;
+ uint _DMXGroup;
+
+ 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);
+ fixed4 col = GetDMXColorAndIntensity(_DMXGroup);
+
+ // apply fog
+ //UNITY_APPLY_FOG(i.fogCoord, col);
+ return col;
+ }
+ ENDCG
+ }
+ }
+}
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+++ b/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL-DMXAvatarFunctions.cginc
@@ -0,0 +1,53 @@
+SamplerState sampler_point_clamp;
+Texture2D _DMXTexture;
+//sampler2D _DMXTexture;
+
+//CHANNELS - Groups: Intesnity, Red, Green, Blue
+//Group 1: 0 - 3
+//Group 2: 4 - 7
+//Group 3: 8 - 11
+//Group 4: 12 - 15
+//Aux 1: 16
+//Aux 2: 17
+
+float2 GetGroupUVs(uint group, uint channel)
+{
+ group = clamp(group, 1, 4);
+ float2 uv = float2(0.0,0.5);
+ uint g = (group - 1) * 3;
+ uint ch = group + channel + g;
+ uv.x = (ch/18.0) - 0.0260;
+
+ return uv;
+}
+//function for getting the value on the OSC Grid in the bottom right corner configuration
+float GetValueAtCoords(uint group, uint channel)
+{
+ float2 xyUV = GetGroupUVs(group, channel);
+ float4 uvcoords = float4(xyUV.x, xyUV.y, 0,0);
+ // float4 c = tex2Dlod(_DMXTexture, uvcoords);
+ float4 c = _DMXTexture.SampleLevel(sampler_point_clamp, xyUV, 0);
+ float3 cRGB = float3(c.r, c.g, c.b);
+ float value = LinearRgbToLuminance(cRGB);
+ value = LinearToGammaSpaceExact(value);
+ return value;
+}
+float GetDMXIntensity(uint group)
+{
+ return GetValueAtCoords(group, 0);
+}
+
+float4 GetDMXColor(uint group)
+{
+ float red = GetValueAtCoords(group, 1);
+ float green = GetValueAtCoords(group, 2);
+ float blue = GetValueAtCoords(group, 3);
+ return float4(red, green, blue, 1.0);
+}
+
+float4 GetDMXColorAndIntensity(uint group)
+{
+ //return lerp(fixed4(0,0,0,1), GetDMXColor(group), GetDMXIntensity(group));
+ return GetDMXColor(group) * GetDMXIntensity(group);
+}
+
diff --git a/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL-DMXAvatarFunctions.cginc.meta b/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL-DMXAvatarFunctions.cginc.meta
new file mode 100644
index 0000000..93383ea
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new file mode 100644
index 0000000..c3615b6
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@@ -0,0 +1,115 @@
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+ m_EditorClassIdentifier:
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+ PrefabModifications: []
+ SerializationNodes:
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+ Entry: 7
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+ UdonSharp.Editor]], mscorlib
+ - Name: comparer
+ Entry: 7
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+ mscorlib]], mscorlib
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+ Data:
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+ Data: 1
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new file mode 100644
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new file mode 100644
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new file mode 100644
index 0000000..eed3c4c
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diff --git a/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL-GlobalDMX-Material.mat.meta b/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL-GlobalDMX-Material.mat.meta
new file mode 100644
index 0000000..1c59df0
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@@ -0,0 +1,8 @@
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diff --git a/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL-GlobalDMXExport-Shader.shader b/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL-GlobalDMXExport-Shader.shader
new file mode 100644
index 0000000..cf6fde6
--- /dev/null
+++ b/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL-GlobalDMXExport-Shader.shader
@@ -0,0 +1,28 @@
+Shader "VRSL/DMX CRTs/Experimental/Global Avatar Export"
+{
+ Properties
+ {
+ [HideInInspector] _MainTex ("MainTex", 2D) = "white" {}
+ }
+ SubShader
+ {
+ Tags { "Queue"="Geometry" "RenderType"="Opaque" "DMXExport"="DMXExport" }
+ Pass
+ {
+ Tags { "LightMode"="Vertex" }
+ ColorMask 0
+ ZTest Off
+ }
+ GrabPass
+ {
+ Tags { "LightMode"="Vertex" }
+ "_DMXTexture"
+ }
+ Pass
+ {
+ Tags { "LightMode"="ForwardBase" }
+ ColorMask 0
+ ZTest Off
+ }
+ }
+}
\ No newline at end of file
diff --git a/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL-GlobalDMXExport-Shader.shader.meta b/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL-GlobalDMXExport-Shader.shader.meta
new file mode 100644
index 0000000..539294c
--- /dev/null
+++ b/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL-GlobalDMXExport-Shader.shader.meta
@@ -0,0 +1,9 @@
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+guid: 21cdcf79e51d06c4aa3ce1713314d2ca
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diff --git a/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL-GlobalDMXRT-Shader.shader b/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL-GlobalDMXRT-Shader.shader
new file mode 100644
index 0000000..d74499a
--- /dev/null
+++ b/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL-GlobalDMXRT-Shader.shader
@@ -0,0 +1,69 @@
+Shader "VRSL/DMX CRTs/Experimental/Global Avatar Texture"
+{
+ //THIS IS A TIMER, TO KEEP TRACK OF HOW MUCH TIME HAS PASSED FOR THE STROBE
+ Properties
+ {
+ [NoScaleOffset]_DMXGridRenderTexture("DMX Grid Render Texture", 2D) = "white" {}
+ _Test("Test", Range(0, 40)) = 0
+ _TestY("TestY", Range(-0.01, 0.01)) = 0.001
+ }
+
+ SubShader
+ {
+ Lighting Off
+ Blend One Zero
+ Pass
+ {
+ Name "Pass1DMXGrab"
+ CGPROGRAM
+ #include "UnityCustomRenderTexture.cginc"
+ #include "UnityCG.cginc"
+ #pragma vertex CustomRenderTextureVertexShader
+ #pragma fragment frag
+ #pragma target 4.5
+
+ Texture2D _DMXGridRenderTexture;
+ uniform float4 _DMXGridRenderTexture_TexelSize;
+ SamplerState sampler_point_repeat;
+ half _Test, _TestY;
+
+ #define IF(a, b, c) lerp(b, c, step((fixed) (a), 0));
+
+ float2 IndustryRead(int x, int y)
+ {
+
+ float resMultiplierX = (_DMXGridRenderTexture_TexelSize.z / 13);
+ float2 xyUV = float2(0.0,0.0);
+
+ xyUV.x = ((x * resMultiplierX) * _DMXGridRenderTexture_TexelSize.x);
+ xyUV.y = (y * resMultiplierX) * _DMXGridRenderTexture_TexelSize.y;
+ xyUV.y -= 0.00105;
+ xyUV.x -= 0.015;
+ // xyUV.x = DMXChannel == 15 ? xyUV.x + 0.0769 : xyUV.x;
+ return xyUV;
+ }
+
+
+
+
+ float4 frag(v2f_customrendertexture IN) : COLOR
+ {
+ //CHILL FOR 1 SECOND TO ALLOW DATA TO COME IN
+ uint currentPixel = floor(IN.localTexcoord.x * 18);
+ //uint DMXChannel = (494+1024+17) + currentPixel;
+ uint DMXChannel = 1535 + currentPixel;
+ uint x = DMXChannel % 13; // starts at 1 ends at 13
+ //x = x == 0.0 ? 13.0 : x;
+ //x = currentPixel == 12 ? _Test : x;
+ float y = DMXChannel / 13.0; // starts at 1 // doubles as sector
+ //y = frac(y)== 0.00000 ? y - 1 : y;
+ y = currentPixel == 12 ? y - 1 : y;
+
+
+ float4 currentFrame = _DMXGridRenderTexture.SampleLevel(sampler_point_repeat, IndustryRead(x,y+1), 0);
+ return currentFrame;
+ }
+ ENDCG
+ }
+ }
+}
diff --git a/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL-GlobalDMXRT-Shader.shader.meta b/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL-GlobalDMXRT-Shader.shader.meta
new file mode 100644
index 0000000..9b92234
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new file mode 100644
index 0000000..877846d
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new file mode 100644
index 0000000..e2c7a68
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diff --git a/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL_DMXGlobalExport.cs b/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL_DMXGlobalExport.cs
new file mode 100644
index 0000000..c1fd9c8
--- /dev/null
+++ b/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL_DMXGlobalExport.cs
@@ -0,0 +1,18 @@
+
+using UdonSharp;
+using UnityEngine;
+using VRC.SDKBase;
+using VRC.Udon;
+
+[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
+
+public class VRSL_DMXGlobalExport : UdonSharpBehaviour
+{
+ public CustomRenderTexture dmxExportTexture;
+ void Start()
+ {
+ gameObject.SetActive(true); // client disables extra cameras, so set it true
+ transform.position = new Vector3(1000f, 10000000f, 0f); // keep this in a far away place
+ dmxExportTexture.updateMode = CustomRenderTextureUpdateMode.Realtime;
+ }
+}
diff --git a/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL_DMXGlobalExport.cs.meta b/EXPERIMENTAL/AvatarDMXSupport/Content/VRSL_DMXGlobalExport.cs.meta
new file mode 100644
index 0000000..f467f22
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diff --git a/EXPERIMENTAL/AvatarDMXSupport/VRSL-DMXToAvatarExport-EXPERIMENTAL.prefab b/EXPERIMENTAL/AvatarDMXSupport/VRSL-DMXToAvatarExport-EXPERIMENTAL.prefab
new file mode 100644
index 0000000..7efdd24
--- /dev/null
+++ b/EXPERIMENTAL/AvatarDMXSupport/VRSL-DMXToAvatarExport-EXPERIMENTAL.prefab
@@ -0,0 +1,184 @@
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+ 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 '
   S y m b o l N a m e    x 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    /   S   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 [ [ V R C . U d o n . U d o n B e h a v i o u r ,   V R C . U d o n ] ] ,   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 L i n k '   t y p e     V R C . U d o n . U d o n B e h a v i o u r ,   V R C . U d o n    V a l u e    
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diff --git a/Other/Custom Lasers/VRSLlaserkeylaserDMXMapping.txt b/Other/Custom Lasers/VRSLlaserkeylaserDMXMapping.txt
new file mode 100644
index 0000000..df30f1b
--- /dev/null
+++ b/Other/Custom Lasers/VRSLlaserkeylaserDMXMapping.txt
@@ -0,0 +1,13 @@
+1:Pan
+2:Tilt
+3:Length
+4:Width
+5:Flatness
+6:Beam Count
+7:Spin Speed
+8:Red
+9:Green
+10:Blue
+11:Intensity
+12:Beam Thickness
+13:Movement Speed
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diff --git a/Other/Media/LICENSE - Come With Me.txt b/Other/Media/LICENSE - Come With Me.txt
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+++ b/Other/Media/LICENSE - Come With Me.txt
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+The track "Come With Me" by artist "Kraedt" was released on April 13, 2019 under the Creative Commons License 3.0 Unported.
+
+Artist: Kraedt
+Track Title: Come With Me
+License Summary: https://creativecommons.org/licenses/by/3.0/
+License: https://creativecommons.org/licenses/by/3.0/legalcode
+Original Link: http://kraedt.com/music/songs/come-with-me.html
+
+
+Follow Kraedt, they make awesome music!:
+Twitter: https://twitter.com/Kraedt
+Website: http://kraedt.com/
+SoundCloud: https://soundcloud.com/kraedt
+Spotify: https://open.spotify.com/artist/0YbhxZi9PSVTmB4UMkM5Jw
+Youtube: https://www.youtube.com/Kraedt
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diff --git a/Other/Media/LICENSE - Pink Vynil (VJ Loop).txt b/Other/Media/LICENSE - Pink Vynil (VJ Loop).txt
new file mode 100644
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--- /dev/null
+++ b/Other/Media/LICENSE - Pink Vynil (VJ Loop).txt
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+The "pink vynil (loop)" video clip was released Wednesday, February 19, 2014 at 11:34 AM EST by user creator beeple under the Creative Commons License on the Vimeo platform.
+
+
+
+Creator: beeple
+Title: pink vynil (loop)
+Original Link: https://vimeo.com/87099002
+License Summary: https://creativecommons.org/licenses/by/3.0/
+License: https://creativecommons.org/licenses/by/3.0/legalcode
+
+Follow beeple!:
+Vimeo: https://vimeo.com/channels/beeple
+Website: https://www.beeple-crap.com/
+Twitter: https://twitter.com/beeple
+Behance: https://www.behance.net/beeple
\ No newline at end of file
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new file mode 100644
index 0000000..66ac3d2
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+++ b/Other/OtherMeshes/DMXDigitalDisplay.shader
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+Shader "Unlit/DMXDigitalDisplay"
+{
+ Properties
+ {
+ _NumberLookUpTexture ("Number Look Up Texture", 2D) = "white" {}
+ _Color ("Color", Color) = (1,1,1,1)
+ _DMXChannel ("Starting DMX Channel", Int) = 0
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" }
+ LOD 100
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #include "UnityCG.cginc"
+ #pragma multi_compile_instancing
+ #pragma instancing_options assumeuniformscaling
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float2 uv : TEXCOORD0;
+ float4 vertex : SV_POSITION;
+ float4 tex : TEXCOORD1;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ sampler2D _NumberLookUpTexture;
+ float4 _NumberLookUpTexture_ST, _Color;
+
+ UNITY_INSTANCING_BUFFER_START(Props)
+ UNITY_DEFINE_INSTANCED_PROP(uint, _DMXChannel)
+ UNITY_INSTANCING_BUFFER_END(Props)
+
+ uint GetUniverse(uint dmx)
+ {
+ return ceil(dmx/513);
+ }
+
+ uint GetCorrectDmx(uint dmx, inout uint universe)
+ {
+ uint d = dmx - (513 * universe);
+ if(d > 512)
+ {
+ d -= (512 * (universe));
+ universe += 1;
+ }
+ return d;
+ }
+
+ float2 GetNumUVs(uint number, float2 uv)
+ {
+ uint y = floor(number / 4);
+ uint x = (number) % 4;
+ uv.x += (0.25 * x);
+ uv.y -= (0.25 * y);
+ return uv;
+ }
+
+ 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.uv = TRANSFORM_TEX(v.uv, _NumberLookUpTexture);
+ uint rawDMX = UNITY_ACCESS_INSTANCED_PROP(Props,_DMXChannel);
+ uint universe = GetUniverse(rawDMX);
+ //rawDMX = universe > 0 ? rawDMX + 1 : rawDMX;
+ rawDMX += universe;
+ uint dmx = GetCorrectDmx(rawDMX, universe);
+ //dmx = universe > 0 ? dmx + 1 : dmx;
+
+ if(o.uv.x < 0.062)
+ {
+ o.uv = GetNumUVs(universe+1, o.uv);
+ }
+ else if(o.uv.x > 0.088 && o.uv.x < 0.143)
+ {
+ o.uv = GetNumUVs(dmx/100 % 10, o.uv);
+ }
+ else if(o.uv.x > 0.143 && o.uv.x < 0.194)
+ {
+ o.uv = GetNumUVs(dmx/10 % 10, o.uv);
+ }
+ else if(o.uv.x > 0.194)
+ {
+ o.uv = GetNumUVs(dmx % 10, o.uv);
+ }
+ float4 uvcoords = float4(o.uv.x, o.uv.y, 0,0);
+ o.tex = tex2Dlod(_NumberLookUpTexture, uvcoords);
+ v.vertex = o.tex.r < 0.5 ? float4(0,0,0,0) : v.vertex;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ return _Color * i.tex;
+ }
+ ENDCG
+ }
+ }
+}
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diff --git a/Prefabs/AudioLink/README - Prefab Explanation - AudioLink.txt b/Prefabs/AudioLink/README - Prefab Explanation - AudioLink.txt
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+These are the prefabs for the AudioLink variants of VRSL and a short description of each. 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". Use this if you want to animate the fixture.
+
+
+
+
diff --git a/Prefabs/AudioLink/README - Prefab Explanation - AudioLink.txt.meta b/Prefabs/AudioLink/README - Prefab Explanation - AudioLink.txt.meta
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   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 '
   S y m b o l N a m e    x 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    /   S   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 [ [ V R C . U d o n . U d o n B e h a v i o u r ,   V R C . U d o n ] ] ,   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 L i n k '   t y p e    S y s t e m . O b j e c t ,   m s c o r l i b -   V a l u e 
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diff --git a/Prefabs/AudioLink/VRSL-AudioLinkControllerWithSmoothing/SmoothingPanelOpener.cs b/Prefabs/AudioLink/VRSL-AudioLinkControllerWithSmoothing/SmoothingPanelOpener.cs
new file mode 100644
index 0000000..77318b6
--- /dev/null
+++ b/Prefabs/AudioLink/VRSL-AudioLinkControllerWithSmoothing/SmoothingPanelOpener.cs
@@ -0,0 +1,42 @@
+
+using UdonSharp;
+using UnityEngine;
+using VRC.SDKBase;
+using VRC.Udon;
+
+[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
+
+public class SmoothingPanelOpener : UdonSharpBehaviour
+{
+ public Animator animator;
+ public bool isOpen;
+
+ void Start()
+ {
+ isOpen = false;
+ ClosePanel();
+ }
+
+ void OpenPanel()
+ {
+ animator.SetBool("isOpen", true);
+ }
+
+ void ClosePanel()
+ {
+ animator.SetBool("isOpen", false);
+ }
+
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+ {
+ isOpen = !isOpen;
+ if(isOpen)
+ {
+ OpenPanel();
+ }
+ else
+ {
+ ClosePanel();
+ }
+ }
+}
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diff --git a/Prefabs/AudioLink/VRSL-AudioLinkControllerWithSmoothing/VRSL-AudioLink-SmoothingPanel Udon C# Program Asset.asset.meta b/Prefabs/AudioLink/VRSL-AudioLinkControllerWithSmoothing/VRSL-AudioLink-SmoothingPanel Udon C# Program Asset.asset.meta
new file mode 100644
index 0000000..dfe96f0
--- /dev/null
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@@ -0,0 +1,8 @@
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diff --git a/Prefabs/AudioLink/VRSL-AudioLinkControllerWithSmoothing/VRSL_AudioLink_SmoothingPanel.cs b/Prefabs/AudioLink/VRSL-AudioLinkControllerWithSmoothing/VRSL_AudioLink_SmoothingPanel.cs
new file mode 100644
index 0000000..0b5c526
--- /dev/null
+++ b/Prefabs/AudioLink/VRSL-AudioLinkControllerWithSmoothing/VRSL_AudioLink_SmoothingPanel.cs
@@ -0,0 +1,65 @@
+
+using UdonSharp;
+using UnityEngine;
+using VRC.SDKBase;
+using UnityEngine.UI;
+using VRC.Udon;
+
+
+[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
+
+public class VRSL_AudioLink_SmoothingPanel : UdonSharpBehaviour
+{
+ public Material smoothingMaterial;
+ public Slider bassSmoothingSlider, lowerMidSmoothingSlider, upperMidSmoothingSlider, trebleSmoothingSlider, colorChordSmoothingSlider;
+ public Text bassSmoothingText, lowerMidSmoothingText, upperMidSmoothingText, trebleSmoothingText, colorChordSmoothingText;
+ float bassSmoothingInit, lowerMidSmoothingInit, upperMidSmoothingInit, trebleSmoothingInit, colorChordSmoothingInit;
+ public CustomRenderTexture smoothingTexture;
+ public Camera audioLinkCamera;
+
+ void Start()
+ {
+ if(smoothingTexture && audioLinkCamera)
+ {
+ audioLinkCamera.targetTexture = smoothingTexture;
+ }
+ else
+ {
+ Debug.Log("AudioLink Camera not found! 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
--- /dev/null
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diff --git a/Prefabs/DMX.meta b/Prefabs/DMX.meta
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diff --git a/Prefabs/DMX/Horizontal Mode.meta b/Prefabs/DMX/Horizontal Mode.meta
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diff --git a/Prefabs/DMX/Horizontal Mode/README - Prefab Explanation - DMX.txt b/Prefabs/DMX/Horizontal Mode/README - Prefab Explanation - DMX.txt
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index 0000000..3d6b90f
--- /dev/null
+++ b/Prefabs/DMX/Horizontal Mode/README - Prefab Explanation - DMX.txt
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+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. Defaults to sector 39.
+
+
+
+
diff --git a/Prefabs/DMX/Horizontal Mode/README - Prefab Explanation - DMX.txt.meta b/Prefabs/DMX/Horizontal Mode/README - Prefab Explanation - DMX.txt.meta
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+ publicVariablesUnityEngineObjects:
+ - {fileID: 5894112096263973739}
+ publicVariablesSerializationDataFormat: 0
diff --git a/Prefabs/DMX/Horizontal Mode/VRSL-DMX-Static-Laser-H-13CH.prefab.meta b/Prefabs/DMX/Horizontal Mode/VRSL-DMX-Static-Laser-H-13CH.prefab.meta
new file mode 100644
index 0000000..91224cb
--- /dev/null
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+fileFormatVersion: 2
+guid: 3d6c0b40980bcd34aba9183a62ecbd21
+PrefabImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Prefabs/DMX/Horizontal Mode/VRSL-DMX-Static-LightBar-H-13CH.prefab b/Prefabs/DMX/Horizontal Mode/VRSL-DMX-Static-LightBar-H-13CH.prefab
new file mode 100644
index 0000000..ca72904
--- /dev/null
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diff --git a/Prefabs/DMX/Horizontal Mode/VRSL-DMX-Static-ParLight-H-13CH.prefab b/Prefabs/DMX/Horizontal Mode/VRSL-DMX-Static-ParLight-H-13CH.prefab
new file mode 100644
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+ publicVariablesUnityEngineObjects:
+ - {fileID: 5894112096263973739}
+ publicVariablesSerializationDataFormat: 0
diff --git a/Prefabs/DMX/Vertical Mode/VRSL-DMX-Static-Laser-V-13CH.prefab.meta b/Prefabs/DMX/Vertical Mode/VRSL-DMX-Static-Laser-V-13CH.prefab.meta
new file mode 100644
index 0000000..1c76faf
--- /dev/null
+++ b/Prefabs/DMX/Vertical Mode/VRSL-DMX-Static-Laser-V-13CH.prefab.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 55058c5ef8c22d04991b48a99a10acfe
+PrefabImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Prefabs/DMX/Vertical Mode/VRSL-DMX-Static-LightBar-V-13CH.prefab b/Prefabs/DMX/Vertical Mode/VRSL-DMX-Static-LightBar-V-13CH.prefab
new file mode 100644
index 0000000..ac7a3e7
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diff --git a/Prefabs/VRSL-LocalUIControlPanel.prefab.meta b/Prefabs/VRSL-LocalUIControlPanel.prefab.meta
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diff --git a/README.md b/README.md
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--- /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.
+
+
+
+
+ +
+ +### 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