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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// Custom shader to draw our toy cubes and balls with an outline around them.
Shader "Custom/ToyCubeOutline"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
[PerRendererData] _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline width", Range (.002, 0.03)) = .005
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
fixed4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float _OutlineWidth;
uniform float4 _OutlineColor;
uniform float4x4 _ObjectToWorldFixed;
// Pushes the verts out a little from the object center.
// Lets us give an outline to objects that all have normals facing away from the center.
// If we can't assume that, we need to tweak the math of this shader.
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
// MTF TODO
// 1. Fix batching so that it actually occurs.
// 2. See if batching causes problems,
// if it does fix this line by adding that component that sets it.
//float4 objectCenterWorld = mul(_ObjectToWorldFixed, float4(0.0, 0.0, 0.0, 1.0));
float4 objectCenterWorld = mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0));
float4 vertWorld = mul(unity_ObjectToWorld, v.vertex);
float3 offsetDir = vertWorld.xyz - objectCenterWorld.xyz;
offsetDir = normalize(offsetDir) * _OutlineWidth;
o.pos = UnityWorldToClipPos(vertWorld+offsetDir);
o.color = _OutlineColor;
return o;
}
ENDCG
SubShader
{
Tags { "Queue" = "Transparent" }
Pass
{
Name "OUTLINE"
// To allow the cube to render entirely on top of the outline.
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 frag(v2f i) : SV_Target
{
// Just draw the _OutlineColor from the vert pass above.
return i.color;
}
ENDCG
}
// Standard forward render.
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}
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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus 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.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace OculusSampleFramework
{
public class DistanceGrabberSample : MonoBehaviour
{
bool useSpherecast = false;
bool allowGrabThroughWalls = false;
public bool UseSpherecast
{
get { return useSpherecast; }
set
{
useSpherecast = value;
for (int i = 0; i < m_grabbers.Length; ++i)
{
m_grabbers[i].UseSpherecast = useSpherecast;
}
}
}
public bool AllowGrabThroughWalls
{
get { return allowGrabThroughWalls; }
set
{
allowGrabThroughWalls = value;
for (int i = 0; i < m_grabbers.Length; ++i)
{
m_grabbers[i].m_preventGrabThroughWalls = !allowGrabThroughWalls;
}
}
}
[SerializeField]
DistanceGrabber[] m_grabbers = null;
// Use this for initialization
void Start()
{
DebugUIBuilder.instance.AddLabel("Distance Grab Sample");
DebugUIBuilder.instance.AddToggle("Use Spherecasting", ToggleSphereCasting, useSpherecast);
DebugUIBuilder.instance.AddToggle("Grab Through Walls", ToggleGrabThroughWalls, allowGrabThroughWalls);
DebugUIBuilder.instance.Show();
// Forcing physics tick rate to match game frame rate, for improved physics in this sample.
// See comment in OVRGrabber.Update for more information.
float freq = OVRManager.display.displayFrequency;
if (freq > 0.1f)
{
Debug.Log("Setting Time.fixedDeltaTime to: " + (1.0f / freq));
Time.fixedDeltaTime = 1.0f / freq;
}
}
public void ToggleSphereCasting(Toggle t)
{
UseSpherecast = !UseSpherecast;
}
public void ToggleGrabThroughWalls(Toggle t)
{
AllowGrabThroughWalls = !AllowGrabThroughWalls;
}
}
}

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