diff --git a/.gitignore b/.gitignore
index 7640199..a144c54 100644
--- a/.gitignore
+++ b/.gitignore
@@ -101,7 +101,6 @@ crashlytics-build.properties
AudioClips/
*.mp3
*.wav
-*.audio
# license
LICENSE.meta
diff --git a/CHANGELOG.md b/CHANGELOG.md
index 700eb13..211f016 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -1,3 +1,9 @@
+## [1.2.1]
+
+### Changes
+
+Add in VX.Audio (remove *.audio from `.gitignore`).
+
## [1.2.0]
### Changes
diff --git a/VX.Audio/AudioCore.cs b/VX.Audio/AudioCore.cs
new file mode 100644
index 0000000..b61206f
--- /dev/null
+++ b/VX.Audio/AudioCore.cs
@@ -0,0 +1,69 @@
+/*
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software Foundation,
+Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+
+The Original Code is Copyright (C) 2020 Voxell Technologies.
+All rights reserved.
+*/
+
+using UnityEngine;
+using UnityEngine.VFX;
+
+namespace Voxell.Audio
+{
+ [RequireComponent(typeof(VisualEffect))]
+ [RequireComponent(typeof(AudioSource))]
+ public sealed partial class AudioCore : MonoBehaviour
+ {
+ private const float EPSILON = 0.001f;
+
+ void Start()
+ {
+ InitAgentInteraction();
+ InitAudioVisualizer();
+ }
+
+ void Update() => UpdateAgentInteraction();
+ void FixedUpdate() => UpdateAudioVisualizer();
+
+ internal static class ShaderPropertyId
+ {
+ public static readonly int sampleCount = Shader.PropertyToID("sampleCount");
+ public static readonly int transform = Shader.PropertyToID("transform");
+ public static readonly int oldTransform = Shader.PropertyToID("oldTransform");
+ public static readonly int framRate = Shader.PropertyToID("framRate");
+ }
+
+ internal static class ShaderBufferId
+ {
+ public static readonly int cb_samplePoints = Shader.PropertyToID("cb_samplePoints");
+ public static readonly int cb_position = Shader.PropertyToID("cb_position");
+ public static readonly int cb_oldPosition = Shader.PropertyToID("cb_oldPosition");
+ public static readonly int cb_normal = Shader.PropertyToID("cb_normal;");
+ public static readonly int tex_positionMap = Shader.PropertyToID("tex_positionMap");
+ public static readonly int tex_velocityMap = Shader.PropertyToID("tex_velocityMap");
+ public static readonly int tex_normalMap = Shader.PropertyToID("tex_normalMap");
+ }
+
+ internal static class VFXPropertyId
+ {
+ public static readonly int mesh_sampleMesh = Shader.PropertyToID("SampleMesh");
+ public static readonly int float_forceMultiplier = Shader.PropertyToID("ForceMultiplier");
+ public static readonly int int_triangleCount = Shader.PropertyToID("TriangleCount");
+ public static readonly int float_idleNoiseSpeed = Shader.PropertyToID("IdleNoiseSpeed");
+ public static readonly int float_noiseIntensity = Shader.PropertyToID("NoiseIntensity");
+ public static readonly int float3_noiseScale = Shader.PropertyToID("NoiseScale");
+ }
+ }
+}
\ No newline at end of file
diff --git a/VX.Audio/AudioCore.cs.meta b/VX.Audio/AudioCore.cs.meta
new file mode 100644
index 0000000..0f81ff3
--- /dev/null
+++ b/VX.Audio/AudioCore.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ac0faf44a08a76a4e86ff920ebb28e53
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VX.Audio/AudioInteraction.cs b/VX.Audio/AudioInteraction.cs
new file mode 100644
index 0000000..66697f4
--- /dev/null
+++ b/VX.Audio/AudioInteraction.cs
@@ -0,0 +1,77 @@
+/*
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software Foundation,
+Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+
+The Original Code is Copyright (C) 2020 Voxell Technologies.
+All rights reserved.
+*/
+
+using UnityEngine;
+
+namespace Voxell.Audio
+{
+ public partial class AudioCore
+ {
+ [Header("Audio Visualizer Interaction")]
+ [Tooltip("Velocity of audio visualizer when there is no interaction")]
+ public Vector2 idleVelocity = new Vector2(1.0f, -1.0f);
+
+ [Tooltip("Minimum turbulence for VFX graph when there is no interaction or extra force")]
+ public float idleNoiseIntensity = 0.1f;
+ public float maxNoiseIntensity = 0.3f;
+
+ [Tooltip("Sensitivity of the audio visualizer on mouse drag")]
+ public float rotationMultiplier = 500;
+
+ [Range(0.8f, 0.99f), Tooltip("A number that multiplies the velocity of the audio visualizer on each update")]
+ public float velocityDamping = 0.9f;
+
+ [Tooltip("Multiplier of noise intensity before sending it to the VFX graph")]
+ public float intensityCoefficient = 0.1f;
+
+ private Vector2 _rotationVelocity;
+
+ private void InitAgentInteraction() => _rotationVelocity = Vector2.zero;
+
+ private void UpdateAgentInteraction()
+ {
+ // if (Input.GetMouseButton(0)) OnMouseDrag();
+
+ if (Vector3.Dot(transform.up, Vector3.up) >= 0)
+ transform.Rotate(Camera.main.transform.up, -Vector3.Dot(_rotationVelocity, Camera.main.transform.right), Space.World);
+ else
+ transform.Rotate(Camera.main.transform.up, -Vector3.Dot(_rotationVelocity, Camera.main.transform.right), Space.World);
+
+ transform.Rotate(Camera.main.transform.right, Vector3.Dot(_rotationVelocity, Camera.main.transform.up), Space.World);
+ _rotationVelocity *= velocityDamping;
+ _rotationVelocity += idleVelocity*Time.deltaTime;
+
+ if (_rotationVelocity.magnitude <= EPSILON) _rotationVelocity = Vector2.zero;
+
+ float intensity = Mathf.Clamp(_rotationVelocity.magnitude * intensityCoefficient, idleNoiseIntensity, maxNoiseIntensity);
+ audioVFX.SetFloat(VFXPropertyId.float_noiseIntensity, intensity);
+ }
+
+ ///
+ /// Calcualte mouse drag force and apply rotational force accordingly
+ ///
+ private void OnMouseDrag()
+ {
+ float rotationX = Input.GetAxis("Mouse X")*rotationMultiplier*Mathf.Deg2Rad;
+ float rotationY = Input.GetAxis("Mouse Y")*rotationMultiplier*Mathf.Deg2Rad;
+
+ _rotationVelocity = new Vector2(rotationX, rotationY);
+ }
+ }
+}
\ No newline at end of file
diff --git a/VX.Audio/AudioInteraction.cs.meta b/VX.Audio/AudioInteraction.cs.meta
new file mode 100644
index 0000000..3c5c123
--- /dev/null
+++ b/VX.Audio/AudioInteraction.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 59c1c6bdd7ae2724b86acb22b1e7b8f8
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VX.Audio/AudioProcessor.cs b/VX.Audio/AudioProcessor.cs
new file mode 100644
index 0000000..2a04ce8
--- /dev/null
+++ b/VX.Audio/AudioProcessor.cs
@@ -0,0 +1,63 @@
+/*
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software Foundation,
+Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+
+The Original Code is Copyright (C) 2020 Voxell Technologies.
+All rights reserved.
+*/
+
+using UnityEngine;
+
+namespace Voxell.Audio
+{
+ public class AudioProcessor
+ {
+ public AudioSource source;
+ public AudioProfile profile;
+
+ public float[] samples;
+ public int freqSize;
+ public int bandAverage;
+ public int[] bandDistribution;
+
+ public AudioProcessor(ref AudioSource source, ref AudioProfile profile)
+ {
+ Debug.Assert(profile.frequencyRange > profile.bandSize, "Number of triangles should not exceed frequency range.");
+ this.source = source;
+ this.profile = profile;
+
+ samples = new float[profile.sampleSize];
+
+ float freqInterval = AudioSettings.outputSampleRate/profile.sampleSize;
+ float currFreq = 0.0f;
+ freqSize = 0;
+
+ for (int s=0; s < profile.sampleSize; s++)
+ {
+ currFreq += freqInterval;
+ if (currFreq < profile.frequencyRange) freqSize ++;
+ else break;
+ }
+
+ bandAverage = Mathf.Max(1, freqSize/profile.bandSize);
+
+ bandDistribution = new int[profile.bandSize+1];
+ bandDistribution[0] = 0;
+ for (int b=0; b < profile.bandSize; b++)
+ bandDistribution[b+1] = bandAverage + b*bandAverage;
+ }
+
+ public void SampleSpectrum() => source.GetSpectrumData(samples, profile.channel, profile.window);
+ }
+}
\ No newline at end of file
diff --git a/VX.Audio/AudioProcessor.cs.meta b/VX.Audio/AudioProcessor.cs.meta
new file mode 100644
index 0000000..63624d0
--- /dev/null
+++ b/VX.Audio/AudioProcessor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a47e8bda09734cb4ead6f874bde6c65d
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VX.Audio/AudioProfile.cs b/VX.Audio/AudioProfile.cs
new file mode 100644
index 0000000..597a20c
--- /dev/null
+++ b/VX.Audio/AudioProfile.cs
@@ -0,0 +1,36 @@
+/*
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software Foundation,
+Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+
+The Original Code is Copyright (C) 2020 Voxell Technologies.
+All rights reserved.
+*/
+
+using UnityEngine;
+
+namespace Voxell.Audio
+{
+ [System.Serializable]
+ public class AudioProfile
+ {
+ public int channel;
+ public FFTWindow window;
+ public int sampleSize;
+ public float power;
+ public float scale;
+ public int smoothingIterations;
+ [Range(5000, 20000)] public int frequencyRange;
+ [HideInInspector] public int bandSize;
+ }
+}
diff --git a/VX.Audio/AudioProfile.cs.meta b/VX.Audio/AudioProfile.cs.meta
new file mode 100644
index 0000000..5ebe065
--- /dev/null
+++ b/VX.Audio/AudioProfile.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 0e4b798bb090bbf42b9811faf75e03b5
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VX.Audio/AudioVisualizer.cs b/VX.Audio/AudioVisualizer.cs
new file mode 100644
index 0000000..a83ebc7
--- /dev/null
+++ b/VX.Audio/AudioVisualizer.cs
@@ -0,0 +1,206 @@
+/*
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software Foundation,
+Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+
+The Original Code is Copyright (C) 2020 Voxell Technologies and Contributors.
+All rights reserved.
+*/
+
+using UnityEngine;
+using UnityEngine.VFX;
+using Unity.Mathematics;
+using Unity.Collections;
+using Unity.Collections.LowLevel.Unsafe;
+using Unity.Burst;
+using Unity.Jobs;
+using Voxell.Inspector;
+using Voxell.Mathx;
+
+namespace Voxell.Audio
+{
+ public partial class AudioCore
+ {
+ [Header("Audio Visualizer Settings")]
+ public AudioSource audioSource;
+ public AudioProfile audioProfile;
+ public AudioProcessor audioProcessor;
+
+ public VisualEffect audioVFX;
+ public MeshFilter meshFilter;
+ public Mesh sampleMesh;
+ [Tooltip("Damping value to multiply the velocity of each triangles each frame.")]
+ [Range(0, 1)]
+ public float velocityMultiplier = 0.95f;
+ public int batchSize = 128;
+ [InspectOnly] public int totalTriangles;
+
+ private Mesh modifiedSampleMesh;
+ private NativeArray normals;
+ private NativeArray triangles;
+ private NativeArray samples;
+ private NativeArray bandDistribution;
+ private NativeArray vertices;
+ private NativeArray prevBands;
+ private NativeArray bandVelocities;
+
+ private void InitAudioVisualizer()
+ {
+ totalTriangles = (int)sampleMesh.GetIndexCount(0)/3;
+ audioProfile.bandSize = totalTriangles;
+
+ audioProcessor = new AudioProcessor(ref audioSource, ref audioProfile);
+
+ MeshUtil.DeepCopyMesh(in sampleMesh, out modifiedSampleMesh);
+ audioVFX.SetMesh(VFXPropertyId.mesh_sampleMesh, modifiedSampleMesh);
+ audioVFX.SetInt(VFXPropertyId.int_triangleCount, totalTriangles);
+ modifiedSampleMesh.MarkDynamic();
+ meshFilter.mesh = modifiedSampleMesh;
+
+ // transferring mesh data to native arrays to be processed parallely
+ Mesh.MeshDataArray sampleMeshData = Mesh.AcquireReadOnlyMeshData(sampleMesh);
+ MeshUtil.NativeGetNormals(sampleMeshData[0], out normals, Allocator.Persistent);
+ normals.AsReadOnly();
+
+ MeshUtil.NativeGetIndices(sampleMeshData[0], out triangles, Allocator.Persistent);
+ triangles.AsReadOnly();
+
+ MeshUtil.NativeGetVertices(sampleMeshData[0], out vertices, Allocator.Persistent);
+
+ // audio processing attributes
+ samples = new NativeArray(audioProfile.sampleSize, Allocator.Persistent);
+ bandDistribution = new NativeArray(audioProfile.bandSize+1, Allocator.Persistent);
+ bandDistribution.CopyFrom(audioProcessor.bandDistribution);
+ bandDistribution.AsReadOnly();
+
+ prevBands = new NativeArray(totalTriangles, Allocator.Persistent);
+ prevBands.CopyFrom(prevBands);
+
+ bandVelocities = new NativeArray(totalTriangles, Allocator.Persistent);
+ bandVelocities.CopyFrom(bandVelocities);
+
+ sampleMeshData.Dispose();
+
+ // if randomized is turned on
+ int[] seqArray = MathUtil.GenerateSeqArray(totalTriangles);
+ MathUtil.ShuffleArray(ref seqArray);
+
+ // triangle indices
+ NativeArray trianglesCopy = new NativeArray(triangles, Allocator.Temp);
+
+ for (int s=0; s < seqArray.Length; s++)
+ {
+ triangles[s*3] = trianglesCopy[seqArray[s]*3];
+ triangles[s*3 + 1] = trianglesCopy[seqArray[s]*3 + 1];
+ triangles[s*3 + 2] = trianglesCopy[seqArray[s]*3 + 2];
+ }
+
+ trianglesCopy.Dispose();
+ }
+
+ private void UpdateAudioVisualizer()
+ {
+ audioProcessor.SampleSpectrum();
+
+ // copy audio samples to native array samples
+ samples.CopyFrom(audioProcessor.samples);
+
+ AudioMeshVisualizer audioMeshVisualizer = new AudioMeshVisualizer
+ {
+ normals = normals,
+ triangles = triangles,
+ samples = samples,
+ bandDistribution = bandDistribution,
+ power = audioProfile.power,
+ scale = audioProfile.scale,
+ bandAverage = audioProcessor.bandAverage,
+ vertices = vertices,
+ prevBands = prevBands,
+ bandVelocities = bandVelocities,
+ velocityMultiplier = velocityMultiplier,
+ deltaTime = Time.deltaTime
+ };
+
+ JobHandle jobHandle = audioMeshVisualizer.Schedule(totalTriangles, batchSize);
+ jobHandle.Complete();
+
+ modifiedSampleMesh.SetVertices(vertices);
+ }
+
+ void OnDisable()
+ {
+ normals.Dispose();
+ triangles.Dispose();
+ samples.Dispose();
+ bandDistribution.Dispose();
+ vertices.Dispose();
+ prevBands.Dispose();
+ bandVelocities.Dispose();
+ }
+ }
+}
+
+[BurstCompile(
+ CompileSynchronously = true,
+ FloatPrecision = FloatPrecision.Medium,
+ FloatMode = FloatMode.Fast
+)]
+public struct AudioMeshVisualizer : IJobParallelFor
+{
+ [ReadOnly] public NativeArray normals;
+ [ReadOnly] public NativeArray triangles;
+
+ [ReadOnly] public NativeArray samples;
+ [ReadOnly] public NativeArray bandDistribution;
+ public float power;
+ public float scale;
+ public int bandAverage;
+
+ [NativeDisableContainerSafetyRestriction]
+ public NativeArray vertices;
+
+ public NativeArray prevBands;
+ public NativeArray bandVelocities;
+ public float velocityMultiplier;
+ public float deltaTime;
+
+ public void Execute(int index)
+ {
+ int t0 = triangles[index*3];
+ int t1 = triangles[index*3 + 1];
+ int t2 = triangles[index*3 + 2];
+
+ float3 normal = normals[t0];
+
+ float band = CreateBand(bandDistribution[index], bandDistribution[index+1]);
+ band = math.pow(math.sqrt(band), power) * scale;
+
+ bandVelocities[index] += band - prevBands[index];
+ float magnitude = bandVelocities[index] * deltaTime;
+ float3 displacement = normal * magnitude;
+
+ vertices[t0] += displacement;
+ vertices[t1] += displacement;
+ vertices[t2] += displacement;
+
+ bandVelocities[index] *= velocityMultiplier;
+ prevBands[index] += magnitude;
+ }
+
+ private float CreateBand(int start, int end)
+ {
+ float totalFreq = 0.0f;
+ for (int b=start; b < end; b++) totalFreq += samples[b]/bandAverage;
+ return totalFreq;
+ }
+}
\ No newline at end of file
diff --git a/VX.Audio/AudioVisualizer.cs.meta b/VX.Audio/AudioVisualizer.cs.meta
new file mode 100644
index 0000000..daa3b82
--- /dev/null
+++ b/VX.Audio/AudioVisualizer.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: c58fb3443d4922c458379123f78288f1
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VX.Audio/Shaders.meta b/VX.Audio/Shaders.meta
new file mode 100644
index 0000000..584b3f8
--- /dev/null
+++ b/VX.Audio/Shaders.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: c8d16cc998d471848a673284277321ff
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VX.Audio/Shaders/WireFrame.shader b/VX.Audio/Shaders/WireFrame.shader
new file mode 100644
index 0000000..d730957
--- /dev/null
+++ b/VX.Audio/Shaders/WireFrame.shader
@@ -0,0 +1,570 @@
+Shader "Custom/Wireframe"
+{
+ Properties
+ {
+ // Specular vs Metallic workflow
+ [HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
+
+ [MainTexture] _BaseMap("Albedo", 2D) = "white" {}
+ [MainColor] _BaseColor("Color", Color) = (1,1,1,1)
+
+ _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
+
+ _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
+ _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
+ _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
+
+ _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
+ _MetallicGlossMap("Metallic", 2D) = "white" {}
+
+ _SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
+ _SpecGlossMap("Specular", 2D) = "white" {}
+
+ [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
+ [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
+
+ _BumpScale("Scale", Float) = 1.0
+ _BumpMap("Normal Map", 2D) = "bump" {}
+
+ _Parallax("Scale", Range(0.005, 0.08)) = 0.005
+ _ParallaxMap("Height Map", 2D) = "black" {}
+
+ _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
+ _OcclusionMap("Occlusion", 2D) = "white" {}
+
+ [HDR] _EmissionColor("Wireframe", Color) = (0,0,0)
+ _EmissionMap("Emission", 2D) = "white" {}
+
+ _DetailMask("Detail Mask", 2D) = "white" {}
+ _DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
+ _DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
+ _DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
+ [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
+
+ _WireThickness("Wire Thickness", Range(0, 800)) = 300
+ [HDR] _WireColor("Wire Color", Color) = (0.0, 3.0, 3.0, 1.0)
+
+ // Blending state
+ [HideInInspector] _Surface("__surface", Float) = 0.0
+ [HideInInspector] _Blend("__blend", Float) = 0.0
+ [HideInInspector] _AlphaClip("__clip", Float) = 0.0
+ [HideInInspector] _SrcBlend("__src", Float) = 1.0
+ [HideInInspector] _DstBlend("__dst", Float) = 0.0
+ [HideInInspector] _ZWrite("__zw", Float) = 1.0
+ [HideInInspector] _Cull("__cull", Float) = 2.0
+
+ _ReceiveShadows("Receive Shadows", Float) = 1.0
+ // Editmode props
+ [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
+ }
+
+ SubShader
+ {
+ // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
+ // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
+ // material work with both Universal Render Pipeline and Builtin Unity Pipeline
+ Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" "ShaderModel"="4.5"}
+ LOD 100
+
+ // ------------------------------------------------------------------
+ // Forward pass. Shades all light in a single pass. GI + emission + Fog
+ Pass
+ {
+ // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
+ // no LightMode tag are also rendered by Universal Render Pipeline
+ Name "ForwardLit"
+ Tags{"LightMode" = "UniversalForward"}
+
+ Blend[_SrcBlend][_DstBlend]
+ ZWrite[_ZWrite]
+ Cull[_Cull]
+
+ HLSLPROGRAM
+ #pragma require geometry
+ #pragma exclude_renderers gles gles3 glcore
+ #pragma target 4.5
+
+ // -------------------------------------
+ // Material Keywords
+ #pragma shader_feature_local _NORMALMAP
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
+ #pragma shader_feature_local_fragment _EMISSION
+ #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
+ #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+ #pragma shader_feature_local_fragment _OCCLUSIONMAP
+ #pragma shader_feature_local _PARALLAXMAP
+ #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
+ #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
+ #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
+ #pragma shader_feature_local_fragment _SPECULAR_SETUP
+ #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
+
+ // -------------------------------------
+ // Universal Pipeline keywords
+ #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
+ #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
+ #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
+ #pragma multi_compile_fragment _ _SHADOWS_SOFT
+ #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
+ #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
+ #pragma multi_compile _ SHADOWS_SHADOWMASK
+
+ // -------------------------------------
+ // Unity defined keywords
+ #pragma multi_compile _ DIRLIGHTMAP_COMBINED
+ #pragma multi_compile _ LIGHTMAP_ON
+ #pragma multi_compile_fog
+
+ //--------------------------------------
+ // GPU Instancing
+ #pragma multi_compile_instancing
+ #pragma multi_compile _ DOTS_INSTANCING_ON
+
+ #pragma vertex LitPassVertex
+ #pragma geometry LitPassGeometry
+ #pragma fragment LitPassFragment
+
+ #include "./WireframeInput.hlsl"
+ #include "./WireframeFowardPass.hlsl"
+ ENDHLSL
+ }
+
+ Pass
+ {
+ Name "ShadowCaster"
+ Tags{"LightMode" = "ShadowCaster"}
+
+ ZWrite On
+ ZTest LEqual
+ ColorMask 0
+ Cull[_Cull]
+
+ HLSLPROGRAM
+ #pragma exclude_renderers gles gles3 glcore
+ #pragma target 4.5
+
+ // -------------------------------------
+ // Material Keywords
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+
+ //--------------------------------------
+ // GPU Instancing
+ #pragma multi_compile_instancing
+ #pragma multi_compile _ DOTS_INSTANCING_ON
+
+ // -------------------------------------
+ // Universal Pipeline keywords
+
+ // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
+ #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
+
+ #pragma vertex ShadowPassVertex
+ #pragma fragment ShadowPassFragment
+
+ #include "./WireframeInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
+ ENDHLSL
+ }
+
+ Pass
+ {
+ // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
+ // no LightMode tag are also rendered by Universal Render Pipeline
+ Name "GBuffer"
+ Tags{"LightMode" = "UniversalGBuffer"}
+
+ ZWrite[_ZWrite]
+ ZTest LEqual
+ Cull[_Cull]
+
+ HLSLPROGRAM
+ #pragma exclude_renderers gles gles3 glcore
+ #pragma target 4.5
+
+ // -------------------------------------
+ // Material Keywords
+ #pragma shader_feature_local _NORMALMAP
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ //#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
+ #pragma shader_feature_local_fragment _EMISSION
+ #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
+ #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+ #pragma shader_feature_local_fragment _OCCLUSIONMAP
+ #pragma shader_feature_local _PARALLAXMAP
+ #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
+
+ #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
+ #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
+ #pragma shader_feature_local_fragment _SPECULAR_SETUP
+ #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
+
+ // -------------------------------------
+ // Universal Pipeline keywords
+ #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
+ //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
+ //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
+ #pragma multi_compile _ _SHADOWS_SOFT
+ #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
+ #pragma multi_compile _ SHADOWS_SHADOWMASK
+
+ // -------------------------------------
+ // Unity defined keywords
+ #pragma multi_compile _ DIRLIGHTMAP_COMBINED
+ #pragma multi_compile _ LIGHTMAP_ON
+ #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
+
+ //--------------------------------------
+ // GPU Instancing
+ #pragma multi_compile_instancing
+ #pragma multi_compile _ DOTS_INSTANCING_ON
+
+ #pragma vertex LitGBufferPassVertex
+ #pragma fragment LitGBufferPassFragment
+
+ #include "./WireframeInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl"
+ ENDHLSL
+ }
+
+ Pass
+ {
+ Name "DepthOnly"
+ Tags{"LightMode" = "DepthOnly"}
+
+ ZWrite On
+ ColorMask 0
+ Cull[_Cull]
+
+ HLSLPROGRAM
+ #pragma exclude_renderers gles gles3 glcore
+ #pragma target 4.5
+
+ #pragma vertex DepthOnlyVertex
+ #pragma fragment DepthOnlyFragment
+
+ // -------------------------------------
+ // Material Keywords
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+
+ //--------------------------------------
+ // GPU Instancing
+ #pragma multi_compile_instancing
+ #pragma multi_compile _ DOTS_INSTANCING_ON
+
+ #include "./WireframeInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
+ ENDHLSL
+ }
+
+ // This pass is used when drawing to a _CameraNormalsTexture texture
+ Pass
+ {
+ Name "DepthNormals"
+ Tags{"LightMode" = "DepthNormals"}
+
+ ZWrite On
+ Cull[_Cull]
+
+ HLSLPROGRAM
+ #pragma exclude_renderers gles gles3 glcore
+ #pragma target 4.5
+
+ #pragma vertex DepthNormalsVertex
+ #pragma fragment DepthNormalsFragment
+
+ // -------------------------------------
+ // Material Keywords
+ #pragma shader_feature_local _NORMALMAP
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+
+ //--------------------------------------
+ // GPU Instancing
+ #pragma multi_compile_instancing
+ #pragma multi_compile _ DOTS_INSTANCING_ON
+
+ #include "./WireframeInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
+ ENDHLSL
+ }
+
+ // This pass it not used during regular rendering, only for lightmap baking.
+ Pass
+ {
+ Name "Meta"
+ Tags{"LightMode" = "Meta"}
+
+ Cull Off
+
+ HLSLPROGRAM
+ #pragma exclude_renderers gles gles3 glcore
+ #pragma target 4.5
+
+ #pragma vertex UniversalVertexMeta
+ #pragma fragment UniversalFragmentMeta
+
+ #pragma shader_feature_local_fragment _SPECULAR_SETUP
+ #pragma shader_feature_local_fragment _EMISSION
+ #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+ #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
+
+ #pragma shader_feature_local_fragment _SPECGLOSSMAP
+
+ #include "./WireframeInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
+
+ ENDHLSL
+ }
+ Pass
+ {
+ Name "Universal2D"
+ Tags{ "LightMode" = "Universal2D" }
+
+ Blend[_SrcBlend][_DstBlend]
+ ZWrite[_ZWrite]
+ Cull[_Cull]
+
+ HLSLPROGRAM
+ #pragma exclude_renderers gles gles3 glcore
+ #pragma target 4.5
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
+
+ #include "./WireframeInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
+ ENDHLSL
+ }
+ }
+
+ SubShader
+ {
+ // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
+ // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
+ // material work with both Universal Render Pipeline and Builtin Unity Pipeline
+ Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" "ShaderModel"="2.0"}
+ LOD 300
+
+ // ------------------------------------------------------------------
+ // Forward pass. Shades all light in a single pass. GI + emission + Fog
+ Pass
+ {
+ // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
+ // no LightMode tag are also rendered by Universal Render Pipeline
+ Name "ForwardLit"
+ Tags{"LightMode" = "UniversalForward"}
+
+ Blend[_SrcBlend][_DstBlend]
+ ZWrite[_ZWrite]
+ Cull[_Cull]
+
+ HLSLPROGRAM
+ #pragma only_renderers gles gles3 glcore d3d11
+ #pragma target 2.0
+
+ //--------------------------------------
+ // GPU Instancing
+ #pragma multi_compile_instancing
+
+ // -------------------------------------
+ // Material Keywords
+ #pragma shader_feature_local _NORMALMAP
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
+ #pragma shader_feature_local_fragment _EMISSION
+ #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
+ #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+ #pragma shader_feature_local_fragment _OCCLUSIONMAP
+ #pragma shader_feature_local _PARALLAXMAP
+ #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
+
+ #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
+ #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
+ #pragma shader_feature_local_fragment _SPECULAR_SETUP
+ #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
+
+ // -------------------------------------
+ // Universal Pipeline keywords
+ #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
+ #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
+ #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
+ #pragma multi_compile_fragment _ _SHADOWS_SOFT
+ #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
+ #pragma multi_compile _ SHADOWS_SHADOWMASK
+ #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
+
+ // -------------------------------------
+ // Unity defined keywords
+ #pragma multi_compile _ DIRLIGHTMAP_COMBINED
+ #pragma multi_compile _ LIGHTMAP_ON
+ #pragma multi_compile_fog
+
+ #pragma vertex LitPassVertex
+ #pragma fragment LitPassFragment
+
+ #include "./WireframeInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
+ ENDHLSL
+ }
+
+ Pass
+ {
+ Name "ShadowCaster"
+ Tags{"LightMode" = "ShadowCaster"}
+
+ ZWrite On
+ ZTest LEqual
+ ColorMask 0
+ Cull[_Cull]
+
+ HLSLPROGRAM
+ #pragma only_renderers gles gles3 glcore d3d11
+ #pragma target 2.0
+
+ //--------------------------------------
+ // GPU Instancing
+ #pragma multi_compile_instancing
+
+ // -------------------------------------
+ // Material Keywords
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+
+ // -------------------------------------
+ // Universal Pipeline keywords
+
+ // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
+ #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
+
+ #pragma vertex ShadowPassVertex
+ #pragma fragment ShadowPassFragment
+
+ #include "./WireframeInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
+ ENDHLSL
+ }
+
+ Pass
+ {
+ Name "DepthOnly"
+ Tags{"LightMode" = "DepthOnly"}
+
+ ZWrite On
+ ColorMask 0
+ Cull[_Cull]
+
+ HLSLPROGRAM
+ #pragma only_renderers gles gles3 glcore d3d11
+ #pragma target 2.0
+
+ //--------------------------------------
+ // GPU Instancing
+ #pragma multi_compile_instancing
+
+ #pragma vertex DepthOnlyVertex
+ #pragma fragment DepthOnlyFragment
+
+ // -------------------------------------
+ // Material Keywords
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+
+ #include "./WireframeInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
+ ENDHLSL
+ }
+
+ // This pass is used when drawing to a _CameraNormalsTexture texture
+ Pass
+ {
+ Name "DepthNormals"
+ Tags{"LightMode" = "DepthNormals"}
+
+ ZWrite On
+ Cull[_Cull]
+
+ HLSLPROGRAM
+ #pragma only_renderers gles gles3 glcore d3d11
+ #pragma target 2.0
+
+ #pragma vertex DepthNormalsVertex
+ #pragma fragment DepthNormalsFragment
+
+ // -------------------------------------
+ // Material Keywords
+ #pragma shader_feature_local _NORMALMAP
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+
+ //--------------------------------------
+ // GPU Instancing
+ #pragma multi_compile_instancing
+
+ #include "./WireframeInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
+ ENDHLSL
+ }
+
+ // This pass it not used during regular rendering, only for lightmap baking.
+ Pass
+ {
+ Name "Meta"
+ Tags{"LightMode" = "Meta"}
+
+ Cull Off
+
+ HLSLPROGRAM
+ #pragma only_renderers gles gles3 glcore d3d11
+ #pragma target 2.0
+
+ #pragma vertex UniversalVertexMeta
+ #pragma fragment UniversalFragmentMeta
+
+ #pragma shader_feature_local_fragment _SPECULAR_SETUP
+ #pragma shader_feature_local_fragment _EMISSION
+ #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+ #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
+
+ #pragma shader_feature_local_fragment _SPECGLOSSMAP
+
+ #include "./WireframeInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
+
+ ENDHLSL
+ }
+ Pass
+ {
+ Name "Universal2D"
+ Tags{ "LightMode" = "Universal2D" }
+
+ Blend[_SrcBlend][_DstBlend]
+ ZWrite[_ZWrite]
+ Cull[_Cull]
+
+ HLSLPROGRAM
+ #pragma only_renderers gles gles3 glcore d3d11
+ #pragma target 2.0
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
+
+ #include "./WireframeInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
+ ENDHLSL
+ }
+ }
+
+ FallBack "Hidden/Universal Render Pipeline/FallbackError"
+ CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
+}
diff --git a/VX.Audio/Shaders/WireFrame.shader.meta b/VX.Audio/Shaders/WireFrame.shader.meta
new file mode 100644
index 0000000..403bf78
--- /dev/null
+++ b/VX.Audio/Shaders/WireFrame.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 232c95391ae79b947b22ce3c216bae9d
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VX.Audio/Shaders/WireframeFowardPass.hlsl b/VX.Audio/Shaders/WireframeFowardPass.hlsl
new file mode 100644
index 0000000..3ca017f
--- /dev/null
+++ b/VX.Audio/Shaders/WireframeFowardPass.hlsl
@@ -0,0 +1,219 @@
+#ifndef UNIVERSAL_FORWARD_LIT_PASS_INCLUDED
+#define UNIVERSAL_FORWARD_LIT_PASS_INCLUDED
+
+#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+
+// GLES2 has limited amount of interpolators
+#if defined(_PARALLAXMAP) && !defined(SHADER_API_GLES)
+#define REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR
+#endif
+
+#if (defined(_NORMALMAP) || (defined(_PARALLAXMAP) && !defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR))) || defined(_DETAIL)
+#define REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR
+#endif
+
+// keep this file in sync with LitGBufferPass.hlsl
+
+struct Attributes
+{
+ float4 positionOS : POSITION;
+ float3 normalOS : NORMAL;
+ float4 tangentOS : TANGENT;
+ float2 texcoord : TEXCOORD0;
+ float2 lightmapUV : TEXCOORD1;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+};
+
+struct Varyings
+{
+ float2 uv : TEXCOORD0;
+ DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
+
+#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
+ float3 positionWS : TEXCOORD2;
+#endif
+
+ float3 normalWS : TEXCOORD3;
+ #if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
+ float4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign
+ #endif
+ float3 viewDirWS : TEXCOORD5;
+
+ half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
+
+ #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
+ float4 shadowCoord : TEXCOORD7;
+ #endif
+
+ #if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
+ float3 viewDirTS : TEXCOORD8;
+ float4 dist : TEXCOORD9;
+ #else
+ float4 dist : TEXCOORD8;
+ #endif
+
+ float4 positionCS : SV_POSITION;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+};
+
+void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
+{
+ inputData = (InputData)0;
+
+#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
+ inputData.positionWS = input.positionWS;
+#endif
+
+ half3 viewDirWS = SafeNormalize(input.viewDirWS);
+#if defined(_NORMALMAP) || defined(_DETAIL)
+ float sgn = input.tangentWS.w; // should be either +1 or -1
+ float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
+ inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
+#else
+ inputData.normalWS = input.normalWS;
+#endif
+
+ inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
+ inputData.viewDirectionWS = viewDirWS;
+
+#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
+ inputData.shadowCoord = input.shadowCoord;
+#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
+ inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
+#else
+ inputData.shadowCoord = float4(0, 0, 0, 0);
+#endif
+
+ inputData.fogCoord = input.fogFactorAndVertexLight.x;
+ inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
+ inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
+ inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
+ inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);
+}
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// Vertex, Geometry, and Fragment functions //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// Used in Standard (Physically Based) shader
+Varyings LitPassVertex(Attributes input)
+{
+ Varyings output = (Varyings)0;
+
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
+
+ // normalWS and tangentWS already normalize.
+ // this is required to avoid skewing the direction during interpolation
+ // also required for per-vertex lighting and SH evaluation
+ VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
+
+ half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
+ half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
+ half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
+
+ output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
+
+ // already normalized from normal transform to WS.
+ output.normalWS = normalInput.normalWS;
+ output.viewDirWS = viewDirWS;
+#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
+ real sign = input.tangentOS.w * GetOddNegativeScale();
+ half4 tangentWS = half4(normalInput.tangentWS.xyz, sign);
+#endif
+#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
+ output.tangentWS = tangentWS;
+#endif
+
+#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
+ half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS);
+ output.viewDirTS = viewDirTS;
+#endif
+
+ OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
+ OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
+
+ output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
+
+#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
+ output.positionWS = vertexInput.positionWS;
+#endif
+
+#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
+ output.shadowCoord = GetShadowCoord(vertexInput);
+#endif
+
+ output.positionCS = vertexInput.positionCS;
+
+ return output;
+}
+
+[maxvertexcount(3)]
+void LitPassGeometry(triangle Varyings input[3], inout TriangleStream stream)
+{
+ float2 p0 = input[0].positionCS.xy / input[0].positionCS.w;
+ float2 p1 = input[1].positionCS.xy / input[1].positionCS.w;
+ float2 p2 = input[2].positionCS.xy / input[2].positionCS.w;
+
+ float2 edge0 = p2 - p1;
+ float2 edge1 = p2 - p0;
+ float2 edge2 = p1 - p0;
+
+ float area = abs(edge1.x * edge2.y - edge1.y * edge2.x);
+ float wireThickness = 800 - _WireThickness;
+
+ Varyings output;
+ output = input[0];
+ output.dist.xyz = float3( (area / length(edge0)), 0.0, 0.0) * output.positionCS.w * wireThickness;
+ output.dist.w = 1.0 / output.positionCS.w;
+ stream.Append(output);
+
+ output = input[1];
+ output.dist.xyz = float3(0.0, (area / length(edge1)), 0.0) * output.positionCS.w * wireThickness;
+ output.dist.w = 1.0 / output.positionCS.w;
+ stream.Append(output);
+
+ output = input[2];
+ output.dist.xyz = float3(0.0, 0.0, (area / length(edge2))) * output.positionCS.w * wireThickness;
+ output.dist.w = 1.0 / output.positionCS.w;
+ stream.Append(output);
+}
+
+// Used in Standard (Physically Based) shader
+half4 LitPassFragment(Varyings input) : SV_Target
+{
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
+
+#if defined(_PARALLAXMAP)
+#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
+ half3 viewDirTS = input.viewDirTS;
+#else
+ half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, input.viewDirWS);
+#endif
+ ApplyPerPixelDisplacement(viewDirTS, input.uv);
+#endif
+
+ SurfaceData surfaceData;
+ InitializeStandardLitSurfaceData(input.uv, surfaceData);
+
+ InputData inputData;
+ InitializeInputData(input, surfaceData.normalTS, inputData);
+
+ half4 col = UniversalFragmentPBR(inputData, surfaceData);
+
+ col.rgb = MixFog(col.rgb, inputData.fogCoord);
+ col.a = OutputAlpha(col.a, _Surface);
+
+ float minDistanceToEdge = min(input.dist.x, min(input.dist.y, input.dist.z)) * input.dist.w;
+ col = lerp(_WireColor, col, step(0.5, minDistanceToEdge));
+ // col.a *= _WireColor.a * step(0.9, minDistanceToEdge);
+
+ return col;
+}
+
+#endif
\ No newline at end of file
diff --git a/VX.Audio/Shaders/WireframeFowardPass.hlsl.meta b/VX.Audio/Shaders/WireframeFowardPass.hlsl.meta
new file mode 100644
index 0000000..3fc5ebe
--- /dev/null
+++ b/VX.Audio/Shaders/WireframeFowardPass.hlsl.meta
@@ -0,0 +1,10 @@
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diff --git a/VX.Audio/Shaders/WireframeInput.hlsl b/VX.Audio/Shaders/WireframeInput.hlsl
new file mode 100644
index 0000000..77b2fe0
--- /dev/null
+++ b/VX.Audio/Shaders/WireframeInput.hlsl
@@ -0,0 +1,246 @@
+#ifndef UNIVERSAL_LIT_INPUT_INCLUDED
+#define UNIVERSAL_LIT_INPUT_INCLUDED
+
+#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
+#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
+#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ParallaxMapping.hlsl"
+
+#if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED)
+#define _DETAIL
+#endif
+
+// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
+CBUFFER_START(UnityPerMaterial)
+float4 _BaseMap_ST;
+float4 _DetailAlbedoMap_ST;
+half4 _BaseColor;
+half4 _SpecColor;
+half4 _EmissionColor;
+half _Cutoff;
+half _Smoothness;
+half _Metallic;
+half _BumpScale;
+half _Parallax;
+half _OcclusionStrength;
+half _ClearCoatMask;
+half _ClearCoatSmoothness;
+half _DetailAlbedoMapScale;
+half _DetailNormalMapScale;
+half _Surface;
+half _WireThickness;
+half4 _WireColor;
+CBUFFER_END
+
+// NOTE: Do not ifdef the properties for dots instancing, but ifdef the actual usage.
+// Otherwise you might break CPU-side as property constant-buffer offsets change per variant.
+// NOTE: Dots instancing is orthogonal to the constant buffer above.
+#ifdef UNITY_DOTS_INSTANCING_ENABLED
+UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
+ UNITY_DOTS_INSTANCED_PROP(float4, _BaseColor)
+ UNITY_DOTS_INSTANCED_PROP(float4, _SpecColor)
+ UNITY_DOTS_INSTANCED_PROP(float4, _EmissionColor)
+ UNITY_DOTS_INSTANCED_PROP(float , _Cutoff)
+ UNITY_DOTS_INSTANCED_PROP(float , _Smoothness)
+ UNITY_DOTS_INSTANCED_PROP(float , _Metallic)
+ UNITY_DOTS_INSTANCED_PROP(float , _BumpScale)
+ UNITY_DOTS_INSTANCED_PROP(float , _Parallax)
+ UNITY_DOTS_INSTANCED_PROP(float , _OcclusionStrength)
+ UNITY_DOTS_INSTANCED_PROP(float , _ClearCoatMask)
+ UNITY_DOTS_INSTANCED_PROP(float , _ClearCoatSmoothness)
+ UNITY_DOTS_INSTANCED_PROP(float , _DetailAlbedoMapScale)
+ UNITY_DOTS_INSTANCED_PROP(float , _DetailNormalMapScale)
+ UNITY_DOTS_INSTANCED_PROP(float , _Surface)
+UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
+
+#define _BaseColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata__BaseColor)
+#define _SpecColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata__SpecColor)
+#define _EmissionColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata__EmissionColor)
+#define _Cutoff UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Cutoff)
+#define _Smoothness UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Smoothness)
+#define _Metallic UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Metallic)
+#define _BumpScale UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__BumpScale)
+#define _Parallax UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Parallax)
+#define _OcclusionStrength UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__OcclusionStrength)
+#define _ClearCoatMask UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__ClearCoatMask)
+#define _ClearCoatSmoothness UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__ClearCoatSmoothness)
+#define _DetailAlbedoMapScale UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__DetailAlbedoMapScale)
+#define _DetailNormalMapScale UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__DetailNormalMapScale)
+#define _Surface UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Surface)
+#endif
+
+TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap);
+TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap);
+TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask);
+TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap);
+TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap);
+TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap);
+TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
+TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap);
+
+#ifdef _SPECULAR_SETUP
+ #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv)
+#else
+ #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv)
+#endif
+
+half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha)
+{
+ half4 specGloss;
+
+#ifdef _METALLICSPECGLOSSMAP
+ specGloss = SAMPLE_METALLICSPECULAR(uv);
+ #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+ specGloss.a = albedoAlpha * _Smoothness;
+ #else
+ specGloss.a *= _Smoothness;
+ #endif
+#else // _METALLICSPECGLOSSMAP
+ #if _SPECULAR_SETUP
+ specGloss.rgb = _SpecColor.rgb;
+ #else
+ specGloss.rgb = _Metallic.rrr;
+ #endif
+
+ #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+ specGloss.a = albedoAlpha * _Smoothness;
+ #else
+ specGloss.a = _Smoothness;
+ #endif
+#endif
+
+ return specGloss;
+}
+
+half SampleOcclusion(float2 uv)
+{
+#ifdef _OCCLUSIONMAP
+// TODO: Controls things like these by exposing SHADER_QUALITY levels (low, medium, high)
+#if defined(SHADER_API_GLES)
+ return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;
+#else
+ half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;
+ return LerpWhiteTo(occ, _OcclusionStrength);
+#endif
+#else
+ return 1.0;
+#endif
+}
+
+
+// Returns clear coat parameters
+// .x/.r == mask
+// .y/.g == smoothness
+half2 SampleClearCoat(float2 uv)
+{
+#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP)
+ half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness);
+
+#if defined(_CLEARCOATMAP)
+ clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg;
+#endif
+
+ return clearCoatMaskSmoothness;
+#else
+ return half2(0.0, 1.0);
+#endif // _CLEARCOAT
+}
+
+void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv)
+{
+#if defined(_PARALLAXMAP)
+ uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv);
+#endif
+}
+
+// Used for scaling detail albedo. Main features:
+// - Depending if detailAlbedo brightens or darkens, scale magnifies effect.
+// - No effect is applied if detailAlbedo is 0.5.
+half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale)
+{
+ // detailAlbedo = detailAlbedo * 2.0h - 1.0h;
+ // detailAlbedo *= _DetailAlbedoMapScale;
+ // detailAlbedo = detailAlbedo * 0.5h + 0.5h;
+ // return detailAlbedo * 2.0f;
+
+ // A bit more optimized
+ return 2.0h * detailAlbedo * scale - scale + 1.0h;
+}
+
+half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask)
+{
+#if defined(_DETAIL)
+ half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb;
+
+ // In order to have same performance as builtin, we do scaling only if scale is not 1.0 (Scaled version has 6 additional instructions)
+#if defined(_DETAIL_SCALED)
+ detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale);
+#else
+ detailAlbedo = 2.0h * detailAlbedo;
+#endif
+
+ return albedo * LerpWhiteTo(detailAlbedo, detailMask);
+#else
+ return albedo;
+#endif
+}
+
+half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask)
+{
+#if defined(_DETAIL)
+#if BUMP_SCALE_NOT_SUPPORTED
+ half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv));
+#else
+ half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale);
+#endif
+
+ // With UNITY_NO_DXT5nm unpacked vector is not normalized for BlendNormalRNM
+ // For visual consistancy we going to do in all cases
+ detailNormalTS = normalize(detailNormalTS);
+
+ return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); // todo: detailMask should lerp the angle of the quaternion rotation, not the normals
+#else
+ return normalTS;
+#endif
+}
+
+inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
+{
+ half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
+ outSurfaceData.alpha = Alpha(albedoAlpha.a, _BaseColor, _Cutoff);
+
+ half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a);
+ outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
+
+#if _SPECULAR_SETUP
+ outSurfaceData.metallic = 1.0h;
+ outSurfaceData.specular = specGloss.rgb;
+#else
+ outSurfaceData.metallic = specGloss.r;
+ outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
+#endif
+
+ outSurfaceData.smoothness = specGloss.a;
+ outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
+ outSurfaceData.occlusion = SampleOcclusion(uv);
+ outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
+
+#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP)
+ half2 clearCoat = SampleClearCoat(uv);
+ outSurfaceData.clearCoatMask = clearCoat.r;
+ outSurfaceData.clearCoatSmoothness = clearCoat.g;
+#else
+ outSurfaceData.clearCoatMask = 0.0h;
+ outSurfaceData.clearCoatSmoothness = 0.0h;
+#endif
+
+#if defined(_DETAIL)
+ half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a;
+ float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
+ outSurfaceData.albedo = ApplyDetailAlbedo(detailUv, outSurfaceData.albedo, detailMask);
+ outSurfaceData.normalTS = ApplyDetailNormal(detailUv, outSurfaceData.normalTS, detailMask);
+
+#endif
+}
+
+#endif // UNIVERSAL_INPUT_SURFACE_PBR_INCLUDED
diff --git a/VX.Audio/Shaders/WireframeInput.hlsl.meta b/VX.Audio/Shaders/WireframeInput.hlsl.meta
new file mode 100644
index 0000000..20ff9f2
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diff --git a/VX.Audio/VFX.meta b/VX.Audio/VFX.meta
new file mode 100644
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new file mode 100644
index 0000000..603fec0
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