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Assets/FulldomeCamera/HDRPShader/BoxGraph.shadergraph.meta rename to Assets/FulldomeForUnity/Assets/BoxGraph.shadergraph.meta diff --git a/Assets/FulldomeCamera/Examples/Box.mat b/Assets/FulldomeForUnity/Assets/BoxStandard.mat similarity index 98% rename from Assets/FulldomeCamera/Examples/Box.mat rename to Assets/FulldomeForUnity/Assets/BoxStandard.mat index 57b2c7c..00b359f 100644 --- a/Assets/FulldomeCamera/Examples/Box.mat +++ b/Assets/FulldomeForUnity/Assets/BoxStandard.mat @@ -7,7 +7,7 @@ Material: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: Box + m_Name: BoxStandard m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} m_ShaderKeywords: m_LightmapFlags: 4 diff --git a/Assets/FulldomeCamera/Examples/Box.mat.meta b/Assets/FulldomeForUnity/Assets/BoxStandard.mat.meta similarity index 100% rename from Assets/FulldomeCamera/Examples/Box.mat.meta rename to 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{x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_UIInfos: {fileID: 114340500867371532} + m_ParameterInfo: [] + m_GraphVersion: 2 + m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: +--- !u!2058629511 &8926484042661614527 +VisualEffectResource: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: VFX + m_Graph: {fileID: 114350483966674976} + m_ShaderSources: + - compute: 1 + name: '[System 1]Initialize' + source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define + VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT + 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer + attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if + !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n + \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint + systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer + deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to + fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if + VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer + inputAdditional;\n#endif\n\nvoid PositionSphere_0(inout float3 position, inout + uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, + float ArcSphere_arc, float volumeFactor) /*positionMode:Surface spawnMode:Randomized + */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n + \ float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n + \ \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n + \ sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta, + cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n + \ \n}\nvoid SetAttribute_F01429A3(inout float lifetime, inout uint seed, float + A, float B) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform + channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid + CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId + \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if + !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if + VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint + currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId + = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n + \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex + = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int + sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly + (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for + (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount + += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n + \ if (id < currentSumSpawnCount)\n {\n break;\n + \ }\n }\n */\n \n\n#endif\n float3 position + = float3(0,0,0);\n uint seed = (uint)0;\n float3 direction = float3(0,0,1);\n + \ float lifetime = (float)1;\n float3 velocity = float3(0,0,0);\n + \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if + VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if + VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n + \ \n {\n PositionSphere_0( /*inout */position, /*inout + */seed, /*inout */direction, float3(0,0,0), (float)1, (float)6.283185, (float)1);\n + \ }\n {\n SetAttribute_F01429A3( /*inout */lifetime, + \ /*inout */seed, (float)1, (float)2);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n + \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n + \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index + * 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index + * 0x1 + 0x80000) << 2,asuint(lifetime));\n attributeBuffer.Store3((index + * 0x8 + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index * + 0x8 + 0x7) << 2,asuint(age));\n \n\n }\n#else\n uint + index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) << + 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x80000) + << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x4) + << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x3) << + 2,uint(alive));\n attributeBuffer.Store((index * 0x8 + 0x7) << 2,asuint(age));\n + \ \n\n#endif\n }\n}\n" + - compute: 1 + name: '[System 1]Update' + source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_MASS_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n + \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\nTexture3D VectorField_a;\nSamplerState + samplerVectorField_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer + attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if + VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n + \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid + VectorFieldForce_267A9(inout float3 velocity, float mass, float3 position, VFXSampler3D + VectorField, float4x4 InvFieldTransform, float4x4 FieldTransform, float Intensity, + float Drag, float deltaTime) /*DataEncoding:UnsignedNormalized Mode:Relative + ClosedField:False ConserveMagnitude:False */\n{\n float3 vectorFieldCoord + = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n \n float3 value + = SampleTexture(VectorField, vectorFieldCoord + 0.5f).xyz * 2.0f - 1.0f;\n value + = mul(FieldTransform,float4(value,0.0f)).xyz;\n \n velocity += ((value + * Intensity) - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid EulerIntegration(inout + float3 position, float3 velocity, float deltaTime)\n{\n position += velocity + * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid + Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) + { alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 + groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool + alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tfloat + mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 + + 0x7) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition + = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t VectorFieldForce_267A9( /*inout + */velocity, mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), + float4x4(0.2,0,0,0,0,0.2,0,0,0,0,0.2,0,0,0,0,1), float4x4(5,0,0,0,0,5,0,0,0,0,5,0,0,0,0,1), + (float)25, (float)1, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout + */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * + 0x8 + 0x7) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint + indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index + * 0x8 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] + = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index + * 0x1 + 0x80000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x4) << 2));\n\t\tfloat mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index + * 0x8 + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * + 0x8 + 0x7) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition + = position;\n#endif\n\t\t\n\t\t{\n\t\t VectorFieldForce_267A9( /*inout */velocity, + mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), float4x4(0.2,0,0,0,0,0.2,0,0,0,0,0.2,0,0,0,0,1), + float4x4(5,0,0,0,0,5,0,0,0,0,5,0,0,0,0,1), (float)25, (float)1, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( + /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8 + + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x4) + << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index + * 0x8 + 0x7) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint + indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] + = index;\n#endif\n#endif\n\t}\n}\n" + - compute: 0 + name: '[System 1]Quad Output' + source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull + Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" + \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend + SrcAlpha One \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT + 1\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_VELOCITY_CURRENT + 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define + VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT + 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define + VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define + VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define + VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT + 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT + 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define + IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD + 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t + \ float4 Scale_d;\n\t\t float gradient_e;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D + mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define + VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer + attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer + indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer + deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\t\n\t\t// + Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" + }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if + VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t// + x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// + z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation + float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 + posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define + VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define + VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define + VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE + builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define + VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define + VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + Orient_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 + position, float3 velocity) /*mode:AlongVelocity */\n\t\t\t{\n\t\t\t \n\t\t\t + \ axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t + \ axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t + \ \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) + /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t + \ size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_D5151644(inout float scaleX, + float Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off + channels:X */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_5369138A(inout + float scaleY, float age, float lifetime, float4 Scale) /*attribute:scale Composition:Overwrite + AlphaComposition:Overwrite SampleMode:OverLife Mode:Uniform ColorMode:ColorAndAlpha + channels:Y */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float + value = 0.0f;\n\t\t\t value = SampleCurve(Scale, t);\n\t\t\t scaleY = + value.x;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float age, float lifetime, + inout float3 color, inout float alpha, float gradient) /*mode:ColorAndAlpha + ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t \n\t\t\t + \ float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t color + *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID + : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index + = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = + (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat + angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat + pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat + pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0x8 + 0x7) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 + axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat + angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat + pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat + pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0x8 + 0x7) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_6( + /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t + \ SetAttribute_3278B22F( /*inout */size, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t + \ SetAttribute_D5151644( /*inout */scaleX, (float)0.03);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_5369138A( + /*inout */scaleY, age, lifetime, Scale_d);\n\t\t\t\tColorOverLife_733E3(age, + lifetime, /*inout */color, /*inout */alpha, gradient_e);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output + o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define + VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * 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to Assets/FulldomeForUnity/FulldomeCamera/Legacy/Capture.cs.meta diff --git a/Assets/FulldomeCamera/FulldomeCamera.prefab b/Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera.prefab similarity index 74% rename from Assets/FulldomeCamera/FulldomeCamera.prefab rename to Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera.prefab index 3d8a601..2144868 100644 --- a/Assets/FulldomeCamera/FulldomeCamera.prefab +++ b/Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera.prefab @@ -1,22 +1,12 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: ---- !u!1001 &100100000 -Prefab: - m_ObjectHideFlags: 1 - serializedVersion: 2 - m_Modification: - m_TransformParent: {fileID: 0} - m_Modifications: [] - m_RemovedComponents: [] - m_ParentPrefab: {fileID: 0} - m_RootGameObject: {fileID: 1544588081133122} - m_IsPrefabParent: 1 --- !u!1 &1544588081133122 GameObject: m_ObjectHideFlags: 0 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 100100000} - serializedVersion: 5 + 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{fileID: 1544588081133122} m_Enabled: 1 serializedVersion: 2 m_ClearFlags: 4 m_BackGroundColor: {r: 0, g: 0, b: 0, a: 0} + m_projectionMatrixMode: 1 + m_GateFitMode: 2 + m_FOVAxisMode: 0 + m_SensorSize: {x: 36, y: 24} + m_LensShift: {x: 0, y: 0} + m_FocalLength: 50 m_NormalizedViewPortRect: serializedVersion: 2 x: 0 @@ -71,18 +69,37 @@ Camera: m_TargetTexture: {fileID: 8400000, guid: 7acbe5133fdba45858b41871a43d3aee, type: 2} m_TargetDisplay: 0 m_TargetEye: 1 - m_HDR: 1 + m_HDR: 0 m_AllowMSAA: 0 m_AllowDynamicResolution: 0 m_ForceIntoRT: 1 m_OcclusionCulling: 1 m_StereoConvergence: 10 m_StereoSeparation: 0 +--- !u!114 &114987272627406154 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1544588081133122} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 691156c8dcc784fcc9600468fe870a50, type: 3} + m_Name: + m_EditorClassIdentifier: + mainCamera: {fileID: 0} + cubemapFaces: -1 + orientation: 1 + horizon: 180 + domeTilt: 0 + masked: 1 --- !u!114 &114509995366831338 MonoBehaviour: - m_ObjectHideFlags: 1 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 100100000} + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1544588081133122} m_Enabled: 0 m_EditorHideFlags: 0 @@ -99,20 +116,3 @@ MonoBehaviour: totalSecods: 1 skipFrames: 0 capturing: 0 ---- !u!114 &114987272627406154 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 100100000} - m_GameObject: {fileID: 1544588081133122} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 691156c8dcc784fcc9600468fe870a50, type: 3} - m_Name: - m_EditorClassIdentifier: - mainCamera: {fileID: 0} - cubemapFaces: -1 - orientation: 1 - horizon: 180 - domeTilt: 0 - masked: 1 diff --git a/Assets/FulldomeCamera/FulldomeCamera.prefab.meta b/Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera.prefab.meta similarity index 100% rename from Assets/FulldomeCamera/FulldomeCamera.prefab.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera.prefab.meta diff --git a/Assets/FulldomeCamera/FulldomeCamera1080p.renderTexture b/Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera1080p.renderTexture similarity index 100% rename from Assets/FulldomeCamera/FulldomeCamera1080p.renderTexture rename to Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera1080p.renderTexture diff --git a/Assets/FulldomeCamera/FulldomeCamera1080p.renderTexture.meta b/Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera1080p.renderTexture.meta similarity index 100% rename from Assets/FulldomeCamera/FulldomeCamera1080p.renderTexture.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera1080p.renderTexture.meta diff --git a/Assets/FulldomeCamera/FulldomeCamera1k.renderTexture b/Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera1k.renderTexture similarity index 100% rename from Assets/FulldomeCamera/FulldomeCamera1k.renderTexture rename to Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera1k.renderTexture diff --git a/Assets/FulldomeCamera/FulldomeCamera1k.renderTexture.meta b/Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera1k.renderTexture.meta similarity index 100% rename from Assets/FulldomeCamera/FulldomeCamera1k.renderTexture.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera1k.renderTexture.meta diff --git a/Assets/FulldomeCamera/FulldomeCamera2k.renderTexture b/Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera2k.renderTexture similarity index 100% rename from Assets/FulldomeCamera/FulldomeCamera2k.renderTexture rename to Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera2k.renderTexture diff --git a/Assets/FulldomeCamera/FulldomeCamera2k.renderTexture.meta b/Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera2k.renderTexture.meta similarity index 100% rename from Assets/FulldomeCamera/FulldomeCamera2k.renderTexture.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCamera2k.renderTexture.meta diff --git a/Assets/FulldomeCamera/Resources/Scripts/FulldomeCamera.cs b/Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCameraLegacy.cs similarity index 87% rename from Assets/FulldomeCamera/Resources/Scripts/FulldomeCamera.cs rename to Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCameraLegacy.cs index 4c8d7d9..b670dcc 100644 --- a/Assets/FulldomeCamera/Resources/Scripts/FulldomeCamera.cs +++ b/Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCameraLegacy.cs @@ -6,27 +6,8 @@ namespace Avante { - public enum Orientation - { - Fisheye = 0, - Fulldome = 1, - } - - [Flags] - public enum Face - { - None = 0, - Everything = 63, - PositiveX = (1 << CubemapFace.PositiveX), - NegativeX = (1 << CubemapFace.NegativeX), - PositiveY = (1 << CubemapFace.PositiveY), - NegativeY = (1 << CubemapFace.NegativeY), - PositiveZ = (1 << CubemapFace.PositiveZ), - NegativeZ = (1 << CubemapFace.NegativeZ), - } - [ExecuteInEditMode] - public class FulldomeCamera : MonoBehaviour + public class FulldomeCameraLegacy : MonoBehaviour { public Camera mainCamera; [EnumFlags] @@ -84,8 +65,8 @@ int _FaceMask } } - static FulldomeCamera _instance; - public static FulldomeCamera Instance { get { return _instance; } } + static FulldomeCameraLegacy _instance; + public static FulldomeCameraLegacy Instance { get { return _instance; } } void Awake() { diff --git a/Assets/FulldomeCamera/Resources/Scripts/FulldomeCamera.cs.meta b/Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCameraLegacy.cs.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/FulldomeCamera.cs.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomeCameraLegacy.cs.meta diff --git a/Assets/FulldomeCamera/FulldomePreview.cs b/Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomePreviewLegacy.cs similarity index 86% rename from Assets/FulldomeCamera/FulldomePreview.cs rename to Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomePreviewLegacy.cs index 08108a2..049387e 100644 --- a/Assets/FulldomeCamera/FulldomePreview.cs +++ b/Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomePreviewLegacy.cs @@ -8,7 +8,7 @@ namespace Avante // Add this script to your main camera [ExecuteInEditMode] - public class FulldomePreview : MonoBehaviour + public class FulldomePreviewLegacy : MonoBehaviour { Camera _TargetCamera { get { return GetComponent(); } } @@ -34,9 +34,9 @@ void Start() void OnPreCull() { _fulldomeTexture = null; - if (!FulldomeCamera.IsRenderingCubemap && FulldomeCamera.Instance) + if (!FulldomeCameraLegacy.IsRenderingCubemap && FulldomeCameraLegacy.Instance) { - _fulldomeTexture = FulldomeCamera.Instance.GetFulldomeTexture(); + _fulldomeTexture = FulldomeCameraLegacy.Instance.GetFulldomeTexture(); if (_fulldomeTexture) { _cullingMask = _TargetCamera.cullingMask; diff --git a/Assets/FulldomeCamera/FulldomePreview.cs.meta b/Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomePreviewLegacy.cs.meta similarity index 100% rename from Assets/FulldomeCamera/FulldomePreview.cs.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Legacy/FulldomePreviewLegacy.cs.meta diff --git a/Assets/FulldomeCamera/Resources/Scripts.meta b/Assets/FulldomeForUnity/FulldomeCamera/Scripts.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts.meta diff --git a/Assets/FulldomeCamera/Resources/Scripts/Attributes.meta b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/Attributes.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes.meta diff --git a/Assets/FulldomeCamera/Resources/Scripts/Attributes/ConditionalHideAttribute.cs b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/ConditionalHideAttribute.cs similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/Attributes/ConditionalHideAttribute.cs rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/ConditionalHideAttribute.cs diff --git a/Assets/FulldomeCamera/Resources/Scripts/Attributes/ConditionalHideAttribute.cs.meta b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/ConditionalHideAttribute.cs.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/Attributes/ConditionalHideAttribute.cs.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/ConditionalHideAttribute.cs.meta diff --git a/Assets/FulldomeCamera/Resources/Scripts/Attributes/Editor.meta b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/Editor.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/Attributes/Editor.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/Editor.meta diff --git a/Assets/FulldomeCamera/Resources/Scripts/Attributes/Editor/ConditionalHidePropertyDrawer.cs b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/Editor/ConditionalHidePropertyDrawer.cs similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/Attributes/Editor/ConditionalHidePropertyDrawer.cs rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/Editor/ConditionalHidePropertyDrawer.cs diff --git a/Assets/FulldomeCamera/Resources/Scripts/Attributes/Editor/ConditionalHidePropertyDrawer.cs.meta b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/Editor/ConditionalHidePropertyDrawer.cs.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/Attributes/Editor/ConditionalHidePropertyDrawer.cs.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/Editor/ConditionalHidePropertyDrawer.cs.meta diff --git a/Assets/FulldomeCamera/Resources/Scripts/Attributes/Editor/EnumFlagsDrawer.cs b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/Editor/EnumFlagsDrawer.cs similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/Attributes/Editor/EnumFlagsDrawer.cs rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/Editor/EnumFlagsDrawer.cs diff --git a/Assets/FulldomeCamera/Resources/Scripts/Attributes/Editor/EnumFlagsDrawer.cs.meta b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/Editor/EnumFlagsDrawer.cs.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/Attributes/Editor/EnumFlagsDrawer.cs.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/Editor/EnumFlagsDrawer.cs.meta diff --git a/Assets/FulldomeCamera/Resources/Scripts/Attributes/EnumFlagsAttribute.cs b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/EnumFlagsAttribute.cs similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/Attributes/EnumFlagsAttribute.cs rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/EnumFlagsAttribute.cs diff --git a/Assets/FulldomeCamera/Resources/Scripts/Attributes/EnumFlagsAttribute.cs.meta b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/EnumFlagsAttribute.cs.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/Attributes/EnumFlagsAttribute.cs.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/Attributes/EnumFlagsAttribute.cs.meta diff --git a/Assets/FulldomeCamera/Resources/Scripts/Editor.meta b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/Editor.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/Editor.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/Editor.meta diff --git a/Assets/FulldomeCamera/Resources/Scripts/Editor/ScreenshotTaker.cs b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/Editor/ScreenshotTaker.cs similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/Editor/ScreenshotTaker.cs rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/Editor/ScreenshotTaker.cs diff --git a/Assets/FulldomeCamera/Resources/Scripts/Editor/ScreenshotTaker.cs.meta b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/Editor/ScreenshotTaker.cs.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/Editor/ScreenshotTaker.cs.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/Editor/ScreenshotTaker.cs.meta diff --git a/Assets/FulldomeCamera/Resources/Scripts/FulldomeCameraHDRP.cs b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/FulldomeCamera.cs similarity index 87% rename from Assets/FulldomeCamera/Resources/Scripts/FulldomeCameraHDRP.cs rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/FulldomeCamera.cs index ce6f359..0ab7616 100644 --- a/Assets/FulldomeCamera/Resources/Scripts/FulldomeCameraHDRP.cs +++ b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/FulldomeCamera.cs @@ -1,10 +1,12 @@ using System; using System.Collections; -using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; +#if UNITY_EDITOR +using UnityEditor; +#endif -namespace Avante.HDRP +namespace Avante { public enum Orientation { @@ -33,8 +35,8 @@ public enum Face NegativeZ = (1 << CubemapFace.NegativeZ), } - [ExecuteInEditMode] - public class FulldomeCameraHDRP : MonoBehaviour + [ExecuteAlways] + public class FulldomeCamera : MonoBehaviour { public Camera mainCamera; [EnumFlags] @@ -47,7 +49,9 @@ public class FulldomeCameraHDRP : MonoBehaviour public float domeTilt = 0.0f; public bool masked; //public bool renderEquirect = false; - [NonSerialized] + + // Serialize to set your own FBOs + //[NonSerialized] public RenderTexture cubemapFbo; [NonSerialized] public RenderTexture domemasterFbo; @@ -90,6 +94,7 @@ void Start() { if (_TargetCamera == null) Destroy(this); + _TargetCamera.enabled = false; } void Initialize() @@ -109,21 +114,26 @@ void Initialize() } } - public void LateUpdate() + public void Update() { if (Application.isEditor) Initialize(); + + // Schedule render before Unity Recorder, which uses LateUpdate() StartCoroutine(RenderFrame()); } IEnumerator RenderFrame() { yield return new WaitForEndOfFrame(); - + + // Save camera settings + var eyesEyeSepBackup = _TargetCamera.stereoSeparation; // Render cubemap - //camera.stereoTargetEye = StereoTargetEyeMask.Left; _TargetCamera.stereoSeparation = 0; _TargetCamera.RenderToCubemap(_cubemapFbo, _FaceMask, Camera.MonoOrStereoscopicEye.Mono); + // Rollback camera settings + _TargetCamera.stereoSeparation = eyesEyeSepBackup; //if (renderEquirect && cubemapFbo) //cubemapFbo.ConvertToEquirect(equirectFbo, Camera.MonoOrStereoscopicEye.Mono); diff --git a/Assets/FulldomeCamera/Resources/Scripts/FulldomeCameraHDRP.cs.meta b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/FulldomeCamera.cs.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/FulldomeCameraHDRP.cs.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/FulldomeCamera.cs.meta diff --git a/Assets/FulldomeCamera/Resources/Scripts/FulldomeGizmo.cs b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/FulldomeGizmo.cs similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/FulldomeGizmo.cs rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/FulldomeGizmo.cs diff --git a/Assets/FulldomeCamera/Resources/Scripts/FulldomeGizmo.cs.meta b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/FulldomeGizmo.cs.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/FulldomeGizmo.cs.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/FulldomeGizmo.cs.meta diff --git a/Assets/FulldomeCamera/Resources/Scripts/Lib.cs b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/Lib.cs similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/Lib.cs rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/Lib.cs diff --git a/Assets/FulldomeCamera/Resources/Scripts/Lib.cs.meta b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/Lib.cs.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/Scripts/Lib.cs.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Scripts/Lib.cs.meta diff --git a/Assets/FulldomeForUnity/FulldomeCamera/Scripts/PipelineChecker.cs b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/PipelineChecker.cs new file mode 100644 index 0000000..b985df8 --- /dev/null +++ b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/PipelineChecker.cs @@ -0,0 +1,32 @@ +using UnityEngine; +using UnityEngine.Rendering; +#if UNITY_EDITOR +using UnityEditor; +#endif + +[ExecuteAlways] +public class PipelineChecker : MonoBehaviour +{ + public enum Pipeline + { + StandardRender, + ScriptableRender, + } + + public Pipeline TargetPipeline = Pipeline.StandardRender; + + void OnEnable() + { +#if UNITY_EDITOR + Pipeline projectPipeline = GraphicsSettings.renderPipelineAsset == null ? Pipeline.StandardRender : Pipeline.ScriptableRender; + if (projectPipeline != TargetPipeline) + { + EditorUtility.DisplayDialog( + "Invalid Pipeline!", + "This example was made for the " + TargetPipeline.ToString() + " pipeline, while the project is configured for " + projectPipeline.ToString() + " Pipeline.\n" + + "Go to Project Settings, Graphics, and " + (TargetPipeline == Pipeline.StandardRender?"remove":"add") + " the Scriptable Render Pipeline Settings asset.", + "Ok"); + } +#endif + } +} diff --git a/Assets/FulldomeForUnity/FulldomeCamera/Scripts/PipelineChecker.cs.meta b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/PipelineChecker.cs.meta new file mode 100644 index 0000000..7f0030e --- /dev/null +++ b/Assets/FulldomeForUnity/FulldomeCamera/Scripts/PipelineChecker.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 59148b7f8e45e4bada9c98861c835d52 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FulldomeCamera/Resources/Shaders.meta b/Assets/FulldomeForUnity/FulldomeCamera/Shaders.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/Shaders.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Shaders.meta diff --git a/Assets/FulldomeCamera/Resources/Shaders/ShCubemapToDome.shader b/Assets/FulldomeForUnity/FulldomeCamera/Shaders/ShCubemapToDome.shader similarity index 100% rename from Assets/FulldomeCamera/Resources/Shaders/ShCubemapToDome.shader rename to Assets/FulldomeForUnity/FulldomeCamera/Shaders/ShCubemapToDome.shader diff --git a/Assets/FulldomeCamera/Resources/Shaders/ShCubemapToDome.shader.meta b/Assets/FulldomeForUnity/FulldomeCamera/Shaders/ShCubemapToDome.shader.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/Shaders/ShCubemapToDome.shader.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Shaders/ShCubemapToDome.shader.meta diff --git a/Assets/FulldomeCamera/Resources/Shaders/ShFulldomePreview.shader b/Assets/FulldomeForUnity/FulldomeCamera/Shaders/ShFulldomePreview.shader similarity index 100% rename from Assets/FulldomeCamera/Resources/Shaders/ShFulldomePreview.shader rename to Assets/FulldomeForUnity/FulldomeCamera/Shaders/ShFulldomePreview.shader diff --git a/Assets/FulldomeCamera/Resources/Shaders/ShFulldomePreview.shader.meta b/Assets/FulldomeForUnity/FulldomeCamera/Shaders/ShFulldomePreview.shader.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/Shaders/ShFulldomePreview.shader.meta rename to Assets/FulldomeForUnity/FulldomeCamera/Shaders/ShFulldomePreview.shader.meta diff --git a/Assets/FulldomeCamera/Resources/xtras.meta b/Assets/FulldomeForUnity/FulldomeCamera/xtras.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/xtras.meta rename to Assets/FulldomeForUnity/FulldomeCamera/xtras.meta diff --git a/Assets/FulldomeCamera/Resources/xtras/FboCubemap.renderTexture b/Assets/FulldomeForUnity/FulldomeCamera/xtras/FboCubemap.renderTexture similarity index 100% rename from Assets/FulldomeCamera/Resources/xtras/FboCubemap.renderTexture rename to Assets/FulldomeForUnity/FulldomeCamera/xtras/FboCubemap.renderTexture diff --git a/Assets/FulldomeCamera/Resources/xtras/FboCubemap.renderTexture.meta b/Assets/FulldomeForUnity/FulldomeCamera/xtras/FboCubemap.renderTexture.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/xtras/FboCubemap.renderTexture.meta rename to Assets/FulldomeForUnity/FulldomeCamera/xtras/FboCubemap.renderTexture.meta diff --git a/Assets/FulldomeCamera/Resources/xtras/FboEquirect.renderTexture b/Assets/FulldomeForUnity/FulldomeCamera/xtras/FboEquirect.renderTexture similarity index 100% rename from Assets/FulldomeCamera/Resources/xtras/FboEquirect.renderTexture rename to Assets/FulldomeForUnity/FulldomeCamera/xtras/FboEquirect.renderTexture diff --git a/Assets/FulldomeCamera/Resources/xtras/FboEquirect.renderTexture.meta b/Assets/FulldomeForUnity/FulldomeCamera/xtras/FboEquirect.renderTexture.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/xtras/FboEquirect.renderTexture.meta rename to Assets/FulldomeForUnity/FulldomeCamera/xtras/FboEquirect.renderTexture.meta diff --git a/Assets/FulldomeCamera/Resources/xtras/MatCubemapToDome.mat b/Assets/FulldomeForUnity/FulldomeCamera/xtras/MatCubemapToDome.mat similarity index 100% rename from Assets/FulldomeCamera/Resources/xtras/MatCubemapToDome.mat rename to Assets/FulldomeForUnity/FulldomeCamera/xtras/MatCubemapToDome.mat diff --git a/Assets/FulldomeCamera/Resources/xtras/MatCubemapToDome.mat.meta b/Assets/FulldomeForUnity/FulldomeCamera/xtras/MatCubemapToDome.mat.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/xtras/MatCubemapToDome.mat.meta rename to Assets/FulldomeForUnity/FulldomeCamera/xtras/MatCubemapToDome.mat.meta diff --git a/Assets/FulldomeCamera/Resources/xtras/MatCubemapToEquirect.mat b/Assets/FulldomeForUnity/FulldomeCamera/xtras/MatCubemapToEquirect.mat similarity index 100% rename from Assets/FulldomeCamera/Resources/xtras/MatCubemapToEquirect.mat rename to Assets/FulldomeForUnity/FulldomeCamera/xtras/MatCubemapToEquirect.mat diff --git a/Assets/FulldomeCamera/Resources/xtras/MatCubemapToEquirect.mat.meta b/Assets/FulldomeForUnity/FulldomeCamera/xtras/MatCubemapToEquirect.mat.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/xtras/MatCubemapToEquirect.mat.meta rename to Assets/FulldomeForUnity/FulldomeCamera/xtras/MatCubemapToEquirect.mat.meta diff --git a/Assets/FulldomeCamera/Resources/xtras/MatEquirect.mat b/Assets/FulldomeForUnity/FulldomeCamera/xtras/MatEquirect.mat similarity index 100% rename from Assets/FulldomeCamera/Resources/xtras/MatEquirect.mat rename to Assets/FulldomeForUnity/FulldomeCamera/xtras/MatEquirect.mat diff --git a/Assets/FulldomeCamera/Resources/xtras/MatEquirect.mat.meta b/Assets/FulldomeForUnity/FulldomeCamera/xtras/MatEquirect.mat.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/xtras/MatEquirect.mat.meta rename to Assets/FulldomeForUnity/FulldomeCamera/xtras/MatEquirect.mat.meta diff --git a/Assets/FulldomeCamera/Resources/xtras/MatFulldome.mat b/Assets/FulldomeForUnity/FulldomeCamera/xtras/MatFulldome.mat similarity index 100% rename from Assets/FulldomeCamera/Resources/xtras/MatFulldome.mat rename to Assets/FulldomeForUnity/FulldomeCamera/xtras/MatFulldome.mat diff --git a/Assets/FulldomeCamera/Resources/xtras/MatFulldome.mat.meta b/Assets/FulldomeForUnity/FulldomeCamera/xtras/MatFulldome.mat.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/xtras/MatFulldome.mat.meta rename to Assets/FulldomeForUnity/FulldomeCamera/xtras/MatFulldome.mat.meta diff --git a/Assets/FulldomeCamera/Resources/xtras/ShCubemapToEquirect.shader b/Assets/FulldomeForUnity/FulldomeCamera/xtras/ShCubemapToEquirect.shader similarity index 100% rename from Assets/FulldomeCamera/Resources/xtras/ShCubemapToEquirect.shader rename to Assets/FulldomeForUnity/FulldomeCamera/xtras/ShCubemapToEquirect.shader diff --git a/Assets/FulldomeCamera/Resources/xtras/ShCubemapToEquirect.shader.meta b/Assets/FulldomeForUnity/FulldomeCamera/xtras/ShCubemapToEquirect.shader.meta similarity index 100% rename from Assets/FulldomeCamera/Resources/xtras/ShCubemapToEquirect.shader.meta rename to Assets/FulldomeForUnity/FulldomeCamera/xtras/ShCubemapToEquirect.shader.meta diff --git a/Assets/FulldomeCamera/FulldomeCamera.txt b/Assets/FulldomeForUnity/README.txt similarity index 100% rename from Assets/FulldomeCamera/FulldomeCamera.txt rename to Assets/FulldomeForUnity/README.txt diff --git a/Assets/FulldomeCamera/FulldomeCamera.txt.meta b/Assets/FulldomeForUnity/README.txt.meta similarity index 100% rename from Assets/FulldomeCamera/FulldomeCamera.txt.meta rename to Assets/FulldomeForUnity/README.txt.meta diff --git a/Assets/FulldomeForUnity/Xperiments.meta b/Assets/FulldomeForUnity/Xperiments.meta new file mode 100644 index 0000000..c81536a --- /dev/null +++ b/Assets/FulldomeForUnity/Xperiments.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: eccd941377e99415f9150dfdbe3db740 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FulldomeCamera/HDRPShader.meta b/Assets/FulldomeForUnity/Xperiments/VertexShader.meta similarity index 100% rename from Assets/FulldomeCamera/HDRPShader.meta rename to Assets/FulldomeForUnity/Xperiments/VertexShader.meta diff --git a/Assets/FulldomeCamera/HDRPShader/BoxGraph.shadergraph b/Assets/FulldomeForUnity/Xperiments/VertexShader/BoxGraph 1.shadergraph similarity index 100% rename from Assets/FulldomeCamera/HDRPShader/BoxGraph.shadergraph rename to Assets/FulldomeForUnity/Xperiments/VertexShader/BoxGraph 1.shadergraph diff --git a/Assets/FulldomeForUnity/Xperiments/VertexShader/BoxGraph 1.shadergraph.meta b/Assets/FulldomeForUnity/Xperiments/VertexShader/BoxGraph 1.shadergraph.meta new file mode 100644 index 0000000..1229997 --- /dev/null +++ b/Assets/FulldomeForUnity/Xperiments/VertexShader/BoxGraph 1.shadergraph.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f8d748987e42d49d8b89f1626180a08b +ScriptedImporter: + fileIDToRecycleName: + 4800000: MainAsset + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/FulldomeCamera/HDRPShader/HDRPShader.unity b/Assets/FulldomeForUnity/Xperiments/VertexShader/HDRPShader.unity similarity index 100% rename from Assets/FulldomeCamera/HDRPShader/HDRPShader.unity rename to Assets/FulldomeForUnity/Xperiments/VertexShader/HDRPShader.unity diff --git a/Assets/FulldomeCamera/HDRPShader/HDRPShader.unity.meta b/Assets/FulldomeForUnity/Xperiments/VertexShader/HDRPShader.unity.meta similarity index 100% rename from Assets/FulldomeCamera/HDRPShader/HDRPShader.unity.meta rename to Assets/FulldomeForUnity/Xperiments/VertexShader/HDRPShader.unity.meta diff --git a/Assets/FulldomeCamera/HDRPShader/Tests.meta b/Assets/FulldomeForUnity/Xperiments/VertexShader/Tests.meta similarity index 100% rename from Assets/FulldomeCamera/HDRPShader/Tests.meta rename to Assets/FulldomeForUnity/Xperiments/VertexShader/Tests.meta diff --git a/Assets/FulldomeCamera/HDRPShader/Tests/CoordTest.mat b/Assets/FulldomeForUnity/Xperiments/VertexShader/Tests/CoordTest.mat similarity index 100% rename from Assets/FulldomeCamera/HDRPShader/Tests/CoordTest.mat rename to Assets/FulldomeForUnity/Xperiments/VertexShader/Tests/CoordTest.mat diff --git a/Assets/FulldomeCamera/HDRPShader/Tests/CoordTest.mat.meta b/Assets/FulldomeForUnity/Xperiments/VertexShader/Tests/CoordTest.mat.meta similarity index 100% rename from Assets/FulldomeCamera/HDRPShader/Tests/CoordTest.mat.meta rename to Assets/FulldomeForUnity/Xperiments/VertexShader/Tests/CoordTest.mat.meta diff --git a/Assets/FulldomeCamera/HDRPShader/Tests/CoordTest.shadergraph b/Assets/FulldomeForUnity/Xperiments/VertexShader/Tests/CoordTest.shadergraph similarity index 100% rename from Assets/FulldomeCamera/HDRPShader/Tests/CoordTest.shadergraph rename to Assets/FulldomeForUnity/Xperiments/VertexShader/Tests/CoordTest.shadergraph diff --git a/Assets/FulldomeCamera/HDRPShader/Tests/CoordTest.shadergraph.meta b/Assets/FulldomeForUnity/Xperiments/VertexShader/Tests/CoordTest.shadergraph.meta similarity index 100% rename from Assets/FulldomeCamera/HDRPShader/Tests/CoordTest.shadergraph.meta rename to Assets/FulldomeForUnity/Xperiments/VertexShader/Tests/CoordTest.shadergraph.meta diff --git a/Assets/FulldomeCamera/HDRPShader/Tests/CoordTest.unity b/Assets/FulldomeForUnity/Xperiments/VertexShader/Tests/CoordTest.unity similarity index 100% rename from Assets/FulldomeCamera/HDRPShader/Tests/CoordTest.unity rename to Assets/FulldomeForUnity/Xperiments/VertexShader/Tests/CoordTest.unity diff --git a/Assets/FulldomeCamera/HDRPShader/Tests/CoordTest.unity.meta b/Assets/FulldomeForUnity/Xperiments/VertexShader/Tests/CoordTest.unity.meta similarity index 100% rename from Assets/FulldomeCamera/HDRPShader/Tests/CoordTest.unity.meta rename to Assets/FulldomeForUnity/Xperiments/VertexShader/Tests/CoordTest.unity.meta diff --git a/Assets/FulldomeCamera/HDRPShader/Tests/Gleech.mat b/Assets/FulldomeForUnity/Xperiments/VertexShader/Tests/Gleech.mat similarity index 100% rename from Assets/FulldomeCamera/HDRPShader/Tests/Gleech.mat rename to Assets/FulldomeForUnity/Xperiments/VertexShader/Tests/Gleech.mat diff --git a/Assets/FulldomeCamera/HDRPShader/Tests/Gleech.mat.meta b/Assets/FulldomeForUnity/Xperiments/VertexShader/Tests/Gleech.mat.meta similarity index 100% rename from Assets/FulldomeCamera/HDRPShader/Tests/Gleech.mat.meta rename to 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rename to Assets/FulldomeForUnity/Xperiments/VertexShader/Tests/Gleech_sq.shadersubgraph.meta diff --git a/Assets/FulldomeForUnity/Xperiments/VertexShader_Unity2018.meta b/Assets/FulldomeForUnity/Xperiments/VertexShader_Unity2018.meta new file mode 100644 index 0000000..d6f9a3e --- /dev/null +++ b/Assets/FulldomeForUnity/Xperiments/VertexShader_Unity2018.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 60895f399f2e54c4abbe20d92090c807 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FulldomeCamera/HDRPShader/FulldomeDisplace.ShaderGraph b/Assets/FulldomeForUnity/Xperiments/VertexShader_Unity2018/FulldomeDisplace.ShaderGraph similarity index 100% rename from Assets/FulldomeCamera/HDRPShader/FulldomeDisplace.ShaderGraph rename to Assets/FulldomeForUnity/Xperiments/VertexShader_Unity2018/FulldomeDisplace.ShaderGraph diff --git a/Assets/FulldomeCamera/HDRPShader/FulldomeDisplace.ShaderGraph.meta b/Assets/FulldomeForUnity/Xperiments/VertexShader_Unity2018/FulldomeDisplace.ShaderGraph.meta similarity index 100% rename from Assets/FulldomeCamera/HDRPShader/FulldomeDisplace.ShaderGraph.meta rename to Assets/FulldomeForUnity/Xperiments/VertexShader_Unity2018/FulldomeDisplace.ShaderGraph.meta diff --git a/Assets/FulldomeCamera/HDRPShader/FulldomeDisplace.cs b/Assets/FulldomeForUnity/Xperiments/VertexShader_Unity2018/FulldomeDisplace.cs similarity index 99% rename from Assets/FulldomeCamera/HDRPShader/FulldomeDisplace.cs rename to Assets/FulldomeForUnity/Xperiments/VertexShader_Unity2018/FulldomeDisplace.cs index 42aeb80..5cb8a4d 100644 --- a/Assets/FulldomeCamera/HDRPShader/FulldomeDisplace.cs +++ b/Assets/FulldomeForUnity/Xperiments/VertexShader_Unity2018/FulldomeDisplace.cs @@ -2,7 +2,7 @@ using UnityEditor.ShaderGraph; using System.Reflection; -#if THIS_KIND_OF_NODE_HAS_BEEN_DEPRECATED +#if !UNITY_2019_1_OR_NEWER // Thanks to: // 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that can be used to simulate a fisheye lens on Unity. -## Introduction +1. **Fulldome Camera**: Renders the scene as a Cubemap and extract a Domemaster to the Camera. +2. **VFX Graph**: No camera tricks, use custom VFX blocks to distort particles around the camera, as if it was a Fisheye lens (WIP, coming soon) +3. **Shader Graph**: No camera tricks, use custom Shader Graph nodes to distort mesh vertices around the camera, as if it was a Fisheye lens (WIP, coming soon) -![](images/example.png) +Get inspired and share your works at the [Unity 3D Fulldome Development](https://www.facebook.com/groups/640529606365067/) and [Fulldome Artists United](https://www.facebook.com/groups/FulldomeArtistsUnited/) groups. -This plugin was inspired by [this article](https://blogs.unity3d.com/2018/01/26/stereo-360-image-and-video-capture/), and relies on the `Camera.RenderToCubemap` [method](https://docs.unity3d.com/ScriptReference/Camera.RenderToCubemap.html) first available in Unity 2018.1. It will render your game's camera as a [cubemap](https://en.wikipedia.org/wiki/Cube_mapping) and distort it to a [Domemaster](http://download.studioavante.com/TEMPLATES/DOME/DOME_template_2K.png) format. +There's plenty of information and considerations about the Fulldome format on my [Blendy 360 Cam](http://blendy360cam.com/)'s [manual](http://download.studioavante.com/Blendy360Cam/Blendy360Cam_Manual.pdf). -If we consider performance and quality, this solution is far from ideal. To make a cubemap, we need to render the scene (up to) 6 times, with 6 different cameras, one for each face of the cube. Rendering a good looking game once is already a challenge, everybody knows, just imagine six. Another problem is that some effects and shaders that depend on the camera position, like reflections, will look weird where the cube faces meet, because neigboring pixels were calculated for different cameras. Front-facing sprites commonly used on particles also will suffer from the same problem. -Ideally, Unity should provide us with a custom camera, that instead of using the usual frustum to raster each frame, would use our custom method that calculate rays from the camera to world, for each pixel. Like Cinema 4D plugins [can do](https://developers.maxon.net/docs/Cinema4DCPPSDK/html/class_video_post_data.html#a597ac521409b00572117ea604536e06f). But there's no way to do it in Unity :( +## Downloads -There's an [issue in Unity Feedback](https://feedback.unity3d.com/suggestions/correct-camera-distortion-issue-on-the-side-by-using-spherical-clipping-planes-instead-of-flat-near-far-clipping-plane) that suggests to solve that problem. The request description don't sound like it, but the solution to the problem is the same (see my comment). Please give some votes. +* Starting with **Unity 2019.2**, this plugin is compatible with **HDRP** and the **Standard** renderer. -And here's the Unity [forum thread](https://forum.unity.com/threads/fulldome-camera-for-unity.547939/). + 1. Download and import the latest [Release package](https://github.com/rsodre/FulldomeCameraForUnity/releases). + 2. [Clone](https://help.github.com/articles/cloning-a-repository/) or [download](https://github.com/rsodre/FulldomeCameraForUnity/archive/master.zip) this repository and open as a full project in Unity. + 3. For specific Unity versions, checkout by tag: +[2019.2](https://github.com/rsodre/FulldomeCameraForUnity/tree/2019.2) -Get inspired and share your works at the [Unity 3D Fulldome Development](https://www.facebook.com/groups/640529606365067/) and [Fulldome Artists United](https://www.facebook.com/groups/FulldomeArtistsUnited/) groups. + +* **Legacy Releases**, compatible with Standard Renderer only (not HDRP). Download from the [Releases page](https://github.com/rsodre/FulldomeCameraForUnity/releases) or checkout by tag: +[2019.1](https://github.com/rsodre/FulldomeCameraForUnity/tree/2019.1) / +[2018.3](https://github.com/rsodre/FulldomeCameraForUnity/tree/2018.3) / +[2018.2](https://github.com/rsodre/FulldomeCameraForUnity/tree/2018.2) / +[2018.1](https://github.com/rsodre/FulldomeCameraForUnity/tree/2018.1) + +* For **Unity 5.6**, use [FulldomeCameraForUnity5](https://github.com/rsodre/FulldomeCameraForUnity5) -## Install -Download and import the latest [package](https://github.com/rsodre/FulldomeCameraForUnity/releases) release. +## 1) Fulldome Camera -Alternatvely, you can [clone](https://help.github.com/articles/cloning-a-repository/) or [download](https://github.com/rsodre/FulldomeCameraForUnity/archive/master.zip) this repository and open as a full project in Unity. +![](images/example.png) + +### How it works +This approach was inspired by [this article](https://blogs.unity3d.com/2018/01/26/stereo-360-image-and-video-capture/), and relies on the `Camera.RenderToCubemap` [method](https://docs.unity3d.com/ScriptReference/Camera.RenderToCubemap.html) first available in Unity 2018.1. It will render your game's camera as a [cubemap](https://en.wikipedia.org/wiki/Cube_mapping) and distort it to a [Domemaster](http://download.studioavante.com/TEMPLATES/DOME/DOME_template_2K.png) format. + +If we consider performance and quality, this solution is far from ideal. To make a cubemap, we need to render the scene (up to) 6 times, with 6 different cameras, one for each face of the cube. Rendering a good looking game once is already a challenge, everybody knows, just imagine six. Another problem is that some effects and shaders that depend on the camera position, like reflections, will look weird where the cube faces meet, because neigboring pixels were calculated for different cameras. Front-facing sprites commonly used on particles also will suffer from the same problem. -## Usage +Ideally, Unity should provide us with a custom camera, that instead of using the usual frustum to raster each frame, would use our custom method that calculate rays from the camera to world, for each pixel. Like Cinema 4D plugins [can do](https://developers.maxon.net/docs/Cinema4DCPPSDK/html/class_video_post_data.html#a597ac521409b00572117ea604536e06f). But there's no way to do it in Unity :( + +There's an [issue in Unity Feedback](https://feedback.unity3d.com/suggestions/correct-camera-distortion-issue-on-the-side-by-using-spherical-clipping-planes-instead-of-flat-near-far-clipping-plane) that suggests to solve that problem. The request description don't sound like it, but the solution to the problem is the same (see my comment). Please give some votes. -This plugin needs just one prefab to run. +And here's the Unity [forum thread](https://forum.unity.com/threads/fulldome-camera-for-unity.547939/). -### FulldomeCamera prefab -Drop `FulldomeCamera/FulldomeCamera.prefab` anywhere in the scene. +### Usage -It contains a camera that renders to a **RenderTexture** that defines the final resolution. By defaut, it's using `FulldomeCamera2k` (2048 x 2048). If you're using a single projector with fisheye lenses, `FulldomeCamera1080p` will be perfect. +This plugin needs just one script to run. -The final Fulldome distorted image will be rendered to that texture, and stay there if you don't use it anywhere else (see your options on the next sections). +Create one GameObject and add the `FulldomeForUnity/FulldomeCamera/Scripts/FulldomeCamera.cs` to it. Drop the scene's Main Camera to **Main Camera**. The Main Camera Component can now be disabled, since it will be replaced by the final texture. Configure your fulldome camera on this GameObject... +![](images/FulldomeCamera.cs.png) + * **Main Camera**: The camera used to render the cubemap. If null, `Camera.main` will be used. -* **Cubemap Faces**: Depending on your camera orientation and **Horizon** setting, you can turn off some cubemap faces and save several passes. Fulldome cameras placed on the ground can turn off the **NegativeY**, for example. +* **Cubemap Faces**: Depending on your camera orientation and **Horizon** setting, you can turn off some cubemap faces and save several passes. Flat cameras placed on the ground can turn off the **NegativeY**, for example. * **Orientation**: The point of interest, or sweet spot, on a Fulldome is close to the horizon on the bottom of the frame. On a Fisheye, it's on the center of the frame. This setting will consider this and rotate the main camera to target the correct sweet spot. +* **DomeMaster Resolution**: Resolution of the generated Domemaster frame, always square. + * **Horizon**: Usually 180 degrees (half sphere). * **Dome Tilt**: Most planetariums are tilted, giving a more comfortable experience to viewers. Enter the venue tilt here. * **Masked**: Will ignore and paint black the area outside the fisheye circle. That's 27% less pixels, so please mask. -There's plenty of information and considerations about the Fulldome format on my [Blendy 360 Cam](http://blendy360cam.com/)'s [manual](http://download.studioavante.com/Blendy360Cam/Blendy360Cam_Manual.pdf). +* **Cubemap Fro**: Optional **Cubemap Render Texture** for the base Cubemap render that will be used to extract the Domemaster. If left empty, the script will automatically create a render texture with the same dimensions as the Domemaster. + + +### Examples + +* **FulldomeCameraHDRP**: Performance is quite bad right now, let's try to find why and help fix it? +* **FulldomeCameraStandard**: Same as previous but using Standard assets. Please not that the SRP Asset must be excluded (Project Settings, Graphics, Scriptable Render Pipeline Settings). -### FulldomePreview.cs (optional) +* **FulldomeCameraLegacy**: Uses the original implementation of this approach, using scripts from the `Legacy` folder. It worked exactly the same, but using the Camera component callbacks `OnPreRender` and `OnPostRender` as entry points to generate the Domemaster frame, and was a little bit more complicated to to setup. But was not compatible with Scriptable Render Pipeline. For more details, check the [2019.1](https://github.com/rsodre/FulldomeCameraForUnity/tree/2019.1) README. -To make your main camera display the Fulldome distorted image, drop the `FulldomePreview` component into your main camera (the one linked in `FulldomeCamera`). It will display it as Fisheye on the editor and during gameplay. +## 2) VFX Graph -If you do that, create a new **Aspect** on the **Game View** called `Fulldome`, with **Aspect Ratio** of `1:1` and use it during development to preview it correctly. +No camera tricks! Please do not use together with the `FulldomeCamera.cs` script. + +Use a set of custom VFX blocks to distort particles around the camera, as if it was a Fisheye lens. + +**Work in Progress**, will be added to the repository soon. -In the case where the dome is just for spectators and the player plays on the computer, there's no need to add this script. You'll see the normal main camera render on the computer screen. +## 3) Shader Graph -You can even create different spectator static camera(s) just for the dome (don't forget to link on `FulldomeCamera`), while the player uses a standard first or third person controller. +No camera tricks! Please do not use together with the `FulldomeCamera.cs` script. +Adapt your Shader Graph materials using a custom node to distort mesh vertices around the camera, as if it was a Fisheye lens. +**Work in Progress**, but some early tests are available at `FulldomeForUnity/Xperiments/ShaderGraph`. -### Capture.cs (optional) +The [main problem](https://forum.unity.com/threads/position-transformation.657289/) with this approach right now is that the SRP cameras do not have traditional Camera matrices to do the proper transformations. I'm still not sure if it's a bug or it's just how it works. -The FulldomeCamera prefab comes with a (disabled) `Capture` component. When enabled, it will capture the game to disk, frame by frame, as static images. -This capture script is very slow for real time, use it to render scripted or timelined animated sequences. +## Capture -The parameters are self-explanatory. +You can render scenes from Unity for your Fulldome movie, of course! +Download [Unity Recorder](https://docs.unity3d.com/Packages/com.unity.recorder@2.0/manual/index.html) from the **Packages Manager**, and export the **Game View**. -## To The Dome +## ...And From Unity To The Dome Fulldome without a Dome is no fun at all! diff --git a/images/FulldomeCamera.cs.png b/images/FulldomeCamera.cs.png new file mode 100644 index 0000000000000000000000000000000000000000..163ee011482286a7836fd52b60c4d80945974a0d GIT binary patch literal 38319 zcmZ^}1yq|+(=HlZTcCJxC|2ByJCs6kcM5^x?q1w!@#0XRNP*%K+)8kFCqQuz5|Tr| z|G($_cb$8)R2@Sz2{BXKPyrAOP?_CM_L9J7t(;X#cVES_Y>ha{Y%gDQ50uNmxR%x(pT% zzIJ~kdv$j#Jv}n`OEo_l8*LGN(IN>NT02f1%g>`vJ(1s`bV;?3>%M2X-V<4?W=^N8 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