Initialer Upload neues Unity-Projekt

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Daniel Ocks
2025-07-03 11:02:29 +02:00
commit 27d6b94b7c
8167 changed files with 1116569 additions and 0 deletions

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Shader "Custom/SquishyDeform" {
Properties {
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_Deform("Deform Factor", Range(0,1)) = 0
_PinchDeform("Pinch Deform Factor", Range(0,1)) = 0
_Rough("Deform Roughness", Range(0,1)) = 0.1
_Goo("Goo Texture", 2D) = "white" {}
_ColorA ("Goo Color A", Color) = (1,1,1,1)
_ColorB("Goo Color B", Color) = (1,0,0,1)
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CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
#include "Tessellation.cginc"
struct appdata {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
sampler2D _Metallic;
sampler2D _Normal;
sampler2D _Goo;
sampler2D _GooN;
struct Input {
float2 uv_MainTex;
float2 uv_Goo;
float2 uv_GooN;
float4 col : COLOR;
};
half _Deform;
half _PinchDeform;
half _Rough;
fixed4 _ColorA;
fixed4 _ColorB;
half4 _Flow;
half _FlowFac;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 goo = _ColorA;
half t = _Time.r;
float2 goon = UnpackNormal(tex2D(_GooN, IN.uv_GooN + float2(t*_Flow.x, _Time.r * _Flow.y)));
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR;
using Valve.VR.InteractionSystem;
namespace Valve.VR.InteractionSystem.Sample
{
public class SquishyToy : MonoBehaviour
{
public Interactable interactable;
public new SkinnedMeshRenderer renderer;
public bool affectMaterial = true;
public SteamVR_Action_Single gripSqueeze = SteamVR_Input.GetAction<SteamVR_Action_Single>("Squeeze");
public SteamVR_Action_Single pinchSqueeze = SteamVR_Input.GetAction<SteamVR_Action_Single>("Squeeze");
private new Rigidbody rigidbody;
private void Start()
{
if (rigidbody == null)
rigidbody = GetComponent<Rigidbody>();
if (interactable == null)
interactable = GetComponent<Interactable>();
if (renderer == null)
renderer = GetComponent<SkinnedMeshRenderer>();
}
private void Update()
{
float grip = 0;
float pinch = 0;
if (interactable.attachedToHand)
{
grip = gripSqueeze.GetAxis(interactable.attachedToHand.handType);
pinch = pinchSqueeze.GetAxis(interactable.attachedToHand.handType);
}
renderer.SetBlendShapeWeight(0, Mathf.Lerp(renderer.GetBlendShapeWeight(0), grip * 100, Time.deltaTime * 10));
if (renderer.sharedMesh.blendShapeCount > 1) // make sure there's a pinch blend shape
renderer.SetBlendShapeWeight(1, Mathf.Lerp(renderer.GetBlendShapeWeight(1), pinch * 100, Time.deltaTime * 10));
if (affectMaterial)
{
renderer.material.SetFloat("_Deform", Mathf.Pow(grip * 1f, 0.5f));
if (renderer.material.HasProperty("_PinchDeform"))
{
renderer.material.SetFloat("_PinchDeform", Mathf.Pow(pinch * 1f, 0.5f));
}
}
}
}
}

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