Initialer Upload neues Unity-Projekt

This commit is contained in:
Daniel Ocks
2025-07-21 09:11:14 +02:00
commit eeca72985b
14558 changed files with 1508140 additions and 0 deletions

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uniform half _DitherStrength;
inline half DitherAnimatedNoise(half2 screenPos) {
half noise = frac(
dot(uint3(screenPos, floor(fmod(_Time.y * 10, 4))), uint3(2, 7, 23) / 17.0f));
noise -= 0.5; // remap from [0..1[ to [-0.5..0.5[
half noiseScaled = (noise / _DitherStrength);
return noiseScaled;
}

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/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
Shader "Oculus/Interaction/deskShadow"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Color("Shadow Color", Color) = (0, 0, 0, 0)
[HideInInspector] _texcoord("", 2D) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0"}
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend DstColor Zero
Pass
{
Name "Base"
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
struct vertexInput
{
float4 vertex : POSITION;
half2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct vertexOutput
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform sampler2D _MainTex;
uniform half4 _MainTex_ST;
uniform half4 _Color;
vertexOutput vert(vertexInput v)
{
vertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
return o;
}
fixed4 frag(vertexOutput i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half4 mainTexture = tex2D(_MainTex, i.texcoord.xy);
half4 finalColor = lerp (_Color, half4(1, 1, 1, 1), mainTexture.r) ;
return finalColor;
}
ENDCG
}
}
}

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/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
Shader "Oculus/Interaction/SkyboxGradient"
{
Properties
{
_TopColor("Top Color", Color) = (1, 0.3, 0.3, 1)
_MiddleColor("MiddleColor", Color) = (1.0, 1.0, 1)
_BottomColor("Bottom Color", Color) = (0.3, 0.3, 1, 1)
_Direction("Direction", Vector) = (0, 1, 0)
_DitherStrength("Dither Strength", int) = 16
}
SubShader
{
Tags
{
"RenderType" = "Background"
"Queue" = "Background"
}
Pass
{
ZWrite Off
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "InteractionCG.cginc"
uniform half3 _TopColor;
uniform half3 _BottomColor;
uniform half3 _MiddleColor;
uniform float3 _Direction;
struct VertexInput
{
float4 vertex : POSITION;
float3 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(VertexInput v)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
return o;
}
half4 frag(VertexOutput i) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float3 texcoord = normalize(i.texcoord);
half ditherNoise = DitherAnimatedNoise(i.vertex.xy);
float range = dot(texcoord, _Direction) + ditherNoise;
half bottomRange = saturate(-range);
half middleRange = 1 - abs(range);
half topRange = saturate(range);
half3 finalColor = _BottomColor.rgb * bottomRange
+ _MiddleColor.rgb * middleRange
+_TopColor.rgb * topRange;
return half4(finalColor,1);
}
ENDCG
}
}
}

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/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
Shader "Oculus/Interaction/Stencil Sky"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_ColorLight("Light Color", Color) = (0,0,0,0)
_ColorDark("Dark Color", Color) = (0, 0, 0, 0)
_DitherStrength("Dither Strength", int) = 16
[IntRange] _StencilRef("Stencil Reference Value", Range(0, 255)) = 0
[HideInInspector] _texcoord("", 2D) = "white" {}
}
SubShader
{
Stencil{
Ref[_StencilRef]
Comp Equal
}
// Tags{"Queue" = "Geometry+502"}
// has to be this high because the stencil buffer writer needs to be 2501 in order to
// sort back to front
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+502"}
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Pass
{
Name "Base"
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
#include "InteractionCG.cginc"
struct VertexInput
{
float4 vertex : POSITION;
half2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform sampler2D _MainTex;
uniform half4 _MainTex_ST;
uniform half4 _ColorLight;
uniform half4 _ColorDark;
VertexOutput vert(VertexInput v)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
return o;
}
half4 frag(VertexOutput i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half ditherNoise = DitherAnimatedNoise(i.vertex.xy);
half4 mainTexture = tex2D(_MainTex, i.texcoord.xy);
half4 finalColor = lerp(_ColorDark, _ColorLight, mainTexture.r + ditherNoise);
UNITY_OPAQUE_ALPHA(finalColor.a);
return finalColor;
}
ENDCG
}
}
}

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/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
Shader "Oculus/Interaction/StencilWriter"
{
Properties
{
[IntRange] _StencilRef("Stencil Reference Value", Range(0,255)) = 0
}
SubShader{
Tags {"Queue" = "Geometry+501"} // stuck way up here so that it sorts with transparent objects
ZWrite Off
ColorMask 0 // Don't write to any colour channels
Stencil
{
Ref[_StencilRef]
Comp Always
Pass Replace
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct VertexInput
{
half4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
half4 pos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(VertexInput v)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag(VertexOutput i) : COLOR
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return 0;
}
ENDCG
}
}
}

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/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
Shader "Oculus/Interaction/floor"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_ColorLight("Light Color", Color) = (1, 1, 1, 1)
_ColorDark("Dark Color", Color) = (0, 0, 0, 1)
_DetailTex("Detail Texture", 2D) = "white" {}
_DetailTexIntensity("Detail Texture Intensity", Range(0, 1)) = 1
_DitherStrength("Dither Strength", int) = 16
[HideInInspector] _texcoord("", 2D) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0"}
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Name "Base"
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
#include "InteractionCG.cginc"
struct VertexInput
{
float4 vertex : POSITION;
half2 texcoord : TEXCOORD0;
half4 vertexColor : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD1;
half4 vertexColor : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform sampler2D _MainTex;
uniform half4 _MainTex_ST;
uniform half4 _ColorLight;
uniform half4 _ColorDark;
uniform sampler2D _DetailTex;
uniform half _DetailTexIntensity;
uniform half4 _DetailTex_ST;
VertexOutput vert(VertexInput v)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
o.vertexColor = v.vertexColor;
return o;
}
half4 frag(VertexOutput i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half ditherNoise = DitherAnimatedNoise(i.vertex.xy);
half4 detailTexture =
tex2D(_DetailTex, (i.texcoord.xy * _DetailTex_ST.xy) + _DetailTex_ST.zw);
detailTexture = saturate(detailTexture + (1 - _DetailTexIntensity));
half4 mainTexture = tex2D(_MainTex, i.texcoord.xy);
half4 finalColor = lerp(_ColorDark, _ColorLight, (mainTexture.r * detailTexture.r) + ditherNoise);
finalColor.a = i.vertexColor.r + ditherNoise;
return finalColor;
}
ENDCG
}
}
}

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/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
Shader "Oculus/Interaction/Room"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_DetailTex("Detail Texture", 2D) = "white" {}
_DetailTexIntensity("Detail Texture Intensity", Range(0, 1)) = 1
_ColorLight("Light Color", Color) = (1, 1, 1, 1)
_ColorDark("Dark Color", Color) = (0, 0, 0, 1)
_DitherStrength("Dither Strength", int) = 16
[HideInInspector] _texcoord("", 2D) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0"}
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Pass
{
Name "Base"
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
#include "InteractionCG.cginc"
struct VertexInput
{
float4 vertex : POSITION;
half2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform sampler2D _MainTex;
uniform half4 _MainTex_ST;
uniform sampler2D _DetailTex;
uniform half _DetailTexIntensity;
uniform half4 _DetailTex_ST;
uniform half4 _ColorLight;
uniform half4 _ColorDark;
VertexOutput vert(VertexInput v)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
return o;
}
half4 frag(VertexOutput i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half ditherNoise = DitherAnimatedNoise(i.vertex.xy);
half4 mainTexture = tex2D(_MainTex, i.texcoord.xy);
half4 detailTexture =
tex2D(_DetailTex, (i.texcoord.xy * _DetailTex_ST.xy) + _DetailTex_ST.zw);
detailTexture = saturate(pow(detailTexture, _DetailTexIntensity));
half4 finalColor = lerp(_ColorDark, _ColorLight, (mainTexture.r* detailTexture.r) + ditherNoise);
UNITY_OPAQUE_ALPHA(finalColor.a);
return finalColor;
}
ENDCG
}
}
FallBack "Diffuse"
}

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