Initialer Upload neues Unity-Projekt

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oxidiert
2025-07-09 11:02:37 +02:00
commit da5f268d21
1474 changed files with 76390 additions and 0 deletions

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
// UNITY_SHADER_NO_UPGRADE
Shader "Custom/SteamVR_AlphaOut" {
Properties { _MainTex ("Base (RGB)", 2D) = "white" {} }
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
struct v2f {
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
};
v2f vert(appdata_base v) {
v2f o;
#if UNITY_VERSION >= 540
o.pos = UnityObjectToClipPos(v.vertex);
#else
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
#endif
o.tex = v.texcoord;
return o;
}
float luminance(float3 color)
{
return 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b;
}
float4 frag(v2f i) : COLOR {
float4 color = tex2D(_MainTex, i.tex);
float a = saturate(color.a + luminance(color.rgb));
return float4(a, a, a, a);
}
ENDCG
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}

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licenseType: Store
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userData:
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
// UNITY_SHADER_NO_UPGRADE
Shader "Custom/SteamVR_ClearAll" {
Properties
{
_Color ("Color", Color) = (0, 0, 0, 0)
_MainTex ("Base (RGB)", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
float4 _Color;
sampler2D _MainTex;
struct v2f {
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
};
v2f vert(appdata_base v) {
v2f o;
#if UNITY_VERSION >= 540
o.pos = UnityObjectToClipPos(v.vertex);
#else
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
#endif
o.tex = v.texcoord;
return o;
}
float4 frag(v2f i) : COLOR {
return _Color;
}
ENDCG
SubShader {
Tags{ "Queue" = "Background" }
Pass {
ZTest Always Cull Off ZWrite On
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}

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timeCreated: 1457042024
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userData:
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
// UNITY_SHADER_NO_UPGRADE
Shader "Custom/SteamVR_ColorOut" {
Properties { _MainTex ("Base (RGB)", 2D) = "white" {} }
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
struct v2f {
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
};
v2f vert(appdata_base v) {
v2f o;
#if UNITY_VERSION >= 540
o.pos = UnityObjectToClipPos(v.vertex);
#else
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
#endif
o.tex = v.texcoord;
return o;
}
float luminance(float3 color)
{
return 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b;
}
float4 frag(v2f i) : COLOR {
float4 color = tex2D(_MainTex, i.tex);
return float4(color.rgb, 1);
}
ENDCG
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}

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licenseType: Store
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BIN
Assets/SteamVR/Resources/SteamVR_ExternalCamera.prefab (Stored with Git LFS) Normal file

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
// UNITY_SHADER_NO_UPGRADE
Shader "Custom/SteamVR_Fade"
{
SubShader
{
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZTest Always
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex MainVS
#pragma fragment MainPS
float4 fadeColor;
float4 MainVS( float4 vertex : POSITION ) : SV_POSITION
{
return vertex.xyzw;
}
float4 MainPS() : SV_Target
{
return fadeColor.rgba;
}
ENDCG
}
}
}

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
// UNITY_SHADER_NO_UPGRADE
Shader "Custom/SteamVR_SphericalProjection" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_N ("N (normal of plane)", Vector) = (0,0,0,0)
_Phi0 ("Phi0", Float) = 0
_Phi1 ("Phi1", Float) = 1
_Theta0 ("Theta0", Float) = 0
_Theta1 ("Theta1", Float) = 1
_UAxis ("uAxis", Vector) = (0,0,0,0)
_VAxis ("vAxis", Vector) = (0,0,0,0)
_UOrigin ("uOrigin", Vector) = (0,0,0,0)
_VOrigin ("vOrigin", Vector) = (0,0,0,0)
_UScale ("uScale", Float) = 1
_VScale ("vScale", Float) = 1
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _N;
float _Phi0, _Phi1, _Theta0, _Theta1;
float4 _UAxis, _VAxis;
float4 _UOrigin, _VOrigin;
float _UScale, _VScale;
struct v2f {
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
};
v2f vert(appdata_base v) {
v2f o;
#if UNITY_VERSION >= 540
o.pos = UnityObjectToClipPos(v.vertex);
#else
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
#endif
o.tex = float2(
lerp(_Phi0, _Phi1, v.texcoord.x),
lerp(_Theta0, _Theta1, v.texcoord.y));
return o;
}
float3 cartesian(float phi, float theta)
{
float sinTheta = sin(theta);
return float3(
sinTheta * sin(phi),
cos(theta),
sinTheta * cos(phi));
}
float4 frag(v2f i) : COLOR {
float3 V = cartesian(i.tex.x, i.tex.y);
float3 P = V / dot(V, _N.xyz); // intersection point on plane
float2 uv = float2(
dot(P - _UOrigin.xyz, _UAxis.xyz) * _UScale,
dot(P - _VOrigin.xyz, _VAxis.xyz) * _VScale);
return tex2D(_MainTex, uv);
}
ENDCG
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}

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