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Roll-a-Ball is the baseline before my tutorial, Roll-a-Ball VR is the
final result if you follow my tutorial.
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ashleydb committed Feb 22, 2016
1 parent 0ccb17c commit e45043b
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108 changes: 108 additions & 0 deletions Roll a Ball VR/Assembly-CSharp-Editor.csproj
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103 changes: 103 additions & 0 deletions Roll a Ball VR/Assembly-CSharp.csproj
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9 changes: 9 additions & 0 deletions Roll a Ball VR/Assets/Cardboard.meta

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5 changes: 5 additions & 0 deletions Roll a Ball VR/Assets/Cardboard/Distortion.meta

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// Copyright 2015 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.


// To use in a surface shader, add the following text to the code:
//
// #pragma surface ... vertex:vert <-- add "vertex:vert" to this line
// #include "CardboardDistortion.cginc" <-- copy the next 4 lines
// void vert (inout appdata_base v) {
// v.vertex = undistortSurface(v.vertex);
// }

// To use in a vertex shader, modify it as follows:
//
// #include "CardboardDistortion.cginc" <-- add this
//
// v2f vert (appdata_blah v) {
// v2f o;
// o.vertex = undistortVertex(v.vertex); <-- replace "mul(UNITY_MATRIX_MVP, v.vertex)"
// ...
// return o;
// }

float4 _Undistortion;
float _MaxRadSq;
float _NearClip;
float4x4 _RealProjection;
float4x4 _FixProjection;

// Convert point from world space to undistorted camera space.
float4 undistort(float4 pos) {
// Go to camera space.
pos = mul(UNITY_MATRIX_MV, pos);
if (pos.z <= -_NearClip) { // Reminder: Forward is -Z.
// Undistort the point's coordinates in XY.
float r2 = clamp(dot(pos.xy, pos.xy) / (pos.z*pos.z), 0, _MaxRadSq);
pos.xy *= 1 + (_Undistortion.x + _Undistortion.y*r2)*r2;
}
return pos;
}

// Multiply by no-lens projection matrix after undistortion.
float4 undistortVertex(float4 pos) {
return mul(_RealProjection, undistort(pos));
}

// Surface shader hides away the MVP multiplication, so we have
// to multiply by _FixProjection = inverse(MVP)*_RealProjection.
float4 undistortSurface(float4 pos) {
return mul(_FixProjection, undistort(pos));
}

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5 changes: 5 additions & 0 deletions Roll a Ball VR/Assets/Cardboard/Editor.meta

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// Copyright 2015 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

using UnityEngine;
using UnityEditor;
using System.Collections;

/// A custom editor for properties on the CardboardAudioListener script. This appears in the
/// Inspector window of a CardboardAudioListener object.
[CustomEditor(typeof(CardboardAudioListener))]
public class CardboardAudioListenerEditor : Editor {
private SerializedProperty globalGainDb = null;
private SerializedProperty quality = null;
private SerializedProperty worldScale = null;

private GUIContent globalGainLabel = new GUIContent("Global Gain (dB)",
"Sets the global gain of the system. Can be used to adjust the overall output volume.");
private GUIContent qualityLabel = new GUIContent("Quality",
"Sets the quality mode in which the spatial audio will be rendered. " +
"Higher quality modes allow for increased fidelity at the cost of greater CPU usage.");
private GUIContent worldScaleLabel = new GUIContent("World Scale",
"Sets the ratio between game units and real world units (meters).");

void OnEnable () {
globalGainDb = serializedObject.FindProperty("globalGainDb");
quality = serializedObject.FindProperty("quality");
worldScale = serializedObject.FindProperty("worldScale");
}

/// @cond
public override void OnInspectorGUI () {
serializedObject.Update();

// Rendering quality can only be modified through the Inspector in Edit mode.
GUI.enabled = !EditorApplication.isPlaying;
EditorGUILayout.PropertyField(quality, qualityLabel);
GUI.enabled = true;

EditorGUILayout.Separator();

EditorGUILayout.Slider(globalGainDb, CardboardAudio.minGainDb, CardboardAudio.maxGainDb,
globalGainLabel);
EditorGUILayout.Slider(worldScale, CardboardAudio.minWorldScale, CardboardAudio.maxWorldScale,
worldScaleLabel);

serializedObject.ApplyModifiedProperties();
}
/// @endcond
}
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