From 7f9b2118471a66bc4df9219a7345550728eeb7db Mon Sep 17 00:00:00 2001 From: Richard Marcus <richard.marcus@fau.de> Date: Wed, 19 Feb 2020 23:39:20 +0100 Subject: [PATCH] some fixes --- Assets/InteractionEngine/FactSpawner.cs | 2 +- Assets/InventoryStuff/Inventory.meta | 8 + Assets/InventoryStuff/Items/images/OnLine.png | 3 + .../Items/images/OnLine.png.meta | 99 ++++ Assets/Materials/RayMaterial.mat | 83 ++++ Assets/Materials/RayMaterial.mat.meta | 8 + Assets/MyRainbow.shader | 96 ++++ Assets/MyRainbow.shader.meta | 9 + Assets/Rainbow.shader | 67 +++ Assets/Rainbow.shader.meta | 9 + Assets/Resources/Prefabs/Angle.prefab | 2 +- Assets/Resources/Prefabs/DisplayLine.prefab | 425 +++++++++++++++++ .../Resources/Prefabs/DisplayLine.prefab.meta | 7 + Assets/Resources/Prefabs/DisplayOnLine.prefab | 425 +++++++++++++++++ .../Prefabs/DisplayOnLine.prefab.meta | 7 + Assets/Resources/Prefabs/Ray.prefab | 433 ++++++++++++++++++ Assets/Resources/Prefabs/Ray.prefab.meta | 7 + Assets/Shared.meta | 8 + Assets/Shared/ShaderTools.cginc | 65 +++ Assets/Shared/ShaderTools.cginc.meta | 9 + .../LiberationSans SDF.asset | 46 +- .../Resources/Shaders/TMP_SDF Overlay.shader | 2 +- 22 files changed, 1815 insertions(+), 5 deletions(-) create mode 100644 Assets/InventoryStuff/Inventory.meta create mode 100644 Assets/InventoryStuff/Items/images/OnLine.png create mode 100644 Assets/InventoryStuff/Items/images/OnLine.png.meta create mode 100644 Assets/Materials/RayMaterial.mat create mode 100644 Assets/Materials/RayMaterial.mat.meta create mode 100644 Assets/MyRainbow.shader create mode 100644 Assets/MyRainbow.shader.meta create mode 100644 Assets/Rainbow.shader create mode 100644 Assets/Rainbow.shader.meta create mode 100644 Assets/Resources/Prefabs/DisplayLine.prefab create mode 100644 Assets/Resources/Prefabs/DisplayLine.prefab.meta create mode 100644 Assets/Resources/Prefabs/DisplayOnLine.prefab create mode 100644 Assets/Resources/Prefabs/DisplayOnLine.prefab.meta create mode 100644 Assets/Resources/Prefabs/Ray.prefab create mode 100644 Assets/Resources/Prefabs/Ray.prefab.meta create mode 100644 Assets/Shared.meta create mode 100644 Assets/Shared/ShaderTools.cginc create mode 100644 Assets/Shared/ShaderTools.cginc.meta diff --git a/Assets/InteractionEngine/FactSpawner.cs b/Assets/InteractionEngine/FactSpawner.cs index 2fc5a7f3..1d36b510 100644 --- a/Assets/InteractionEngine/FactSpawner.cs +++ b/Assets/InteractionEngine/FactSpawner.cs @@ -161,7 +161,7 @@ public void SpawnAngle(AngleFact angleFact) //Length of the Angle relative to the Length of the shortest of the two lines (point2->point1) and (point2->point3) float lengthFactor = 0.3f; //AngleGO: Triangle-Length: 3/4, Circle-Length: 1/4 - float angleGoFactorTriangleToCircle = 1.27f; + float angleGoFactorTriangleToCircle = 1.33f;// 1.27f; //Make 2 TempPoints positioned on length% from Point2 to Point3 and on length% from Point2 to Point1 //Will be used for z-Coordinate of the Angle diff --git a/Assets/InventoryStuff/Inventory.meta b/Assets/InventoryStuff/Inventory.meta new file mode 100644 index 00000000..9818e1d1 --- /dev/null +++ b/Assets/InventoryStuff/Inventory.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b543d9677cbde534ab69c0a229bfdb06 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/InventoryStuff/Items/images/OnLine.png b/Assets/InventoryStuff/Items/images/OnLine.png new file mode 100644 index 00000000..b6dbc0a1 --- /dev/null +++ b/Assets/InventoryStuff/Items/images/OnLine.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c698899f5dea76ea706bd7fdae7c7c82747c5260c367bac92105f703f8f4663c +size 10384 diff --git a/Assets/InventoryStuff/Items/images/OnLine.png.meta b/Assets/InventoryStuff/Items/images/OnLine.png.meta new file mode 100644 index 00000000..87866e98 --- /dev/null +++ b/Assets/InventoryStuff/Items/images/OnLine.png.meta @@ -0,0 +1,99 @@ +fileFormatVersion: 2 +guid: 0b5fd1ea5a3b1a74588f605621176b6a +TextureImporter: + fileIDToRecycleName: {} + externalObjects: {} + serializedVersion: 9 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: -1 + mipBias: -100 + wrapU: 1 + wrapV: 1 + wrapW: -1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - 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You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + void surf (Input IN, inout SurfaceOutputStandard o) + { + // Albedo comes from a texture tinted by color + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; + + + o.Albedo = c.rgb; + // Metallic and smoothness come from slider variables + o.Metallic = _Metallic; + o.Smoothness = _Glossiness; + o.Alpha = c.a; + + + + half a = IN.uv_MainTex.x; + if (a > .5f) a = 1 - a; + + half b = IN.uv_MainTex.y; + if (b > .5f) b = 1 - b; + + //fixed4 hsl = RGBtoHSL(_EmissionColor); + + //half t = (_SinTime + 1.0f) / 2.0f; + half t = _Time;int g = _Time;t -= g; + + + half h = 2*t + + (sqrt(a*a+b*b)) *1 + //sqrt(a *b)*8 + ; + + fixed4 hsl = fixed4(h, 1, .5f, 1); + + int gh = hsl.x; + hsl.x -= gh; + /* hsl.x /= 4.0f; + hsl.x += .5f; + + + if (hsl.x > .625f) hsl.x = .625f - (hsl.x - .625f);*/ + + fixed4 rgb = HSLtoRGB(hsl); + + + + o.Emission = tex2D(_MainTex, IN.uv_MainTex) * rgb; + + } + ENDCG + } + FallBack "Diffuse" +} diff --git a/Assets/MyRainbow.shader.meta b/Assets/MyRainbow.shader.meta new file mode 100644 index 00000000..ee79e01a --- /dev/null +++ b/Assets/MyRainbow.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f3260085257a3174fb4ff9fa3c46449d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Rainbow.shader b/Assets/Rainbow.shader new file mode 100644 index 00000000..817fc2be --- /dev/null +++ b/Assets/Rainbow.shader @@ -0,0 +1,67 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +// Rainbow shader with lots of adjustable properties! + +Shader "_Shaders/Rainbow" { + Properties{ + _Saturation("Saturation", Range(0.0, 1.0)) = 0.8 + _Luminosity("Luminosity", Range(0.0, 1.0)) = 0.5 + _Spread("Spread", Range(0.5, 10.0)) = 3.8 + _Speed("Speed", Range(-10.0, 10.0)) = 2.4 + _TimeOffset("TimeOffset", Range(0.0, 6.28318531)) = 0.0 + } + SubShader{ + Pass{ + CGPROGRAM + +#pragma vertex vert +#pragma fragment frag +#include "UnityCG.cginc" +#include "Shared/ShaderTools.cginc" + + fixed _Saturation; + fixed _Luminosity; + half _Spread; + half _Speed; + half _TimeOffset; + + struct vertexInput { + float4 vertex : POSITION; + float4 texcoord0 : TEXCOORD0; + }; + + struct fragmentInput { + float4 position : SV_POSITION; + float4 texcoord0 : TEXCOORD0; + fixed3 localPosition : TEXCOORD1; + }; + + fragmentInput vert(vertexInput i) { + fragmentInput o; + o.position = UnityObjectToClipPos(i.vertex); + o.texcoord0 = i.texcoord0; + o.localPosition = i.vertex.xyz; +fixed3(0.5, 0.5, 0.5); + return o; + } + + fixed4 frag(fragmentInput i) : SV_TARGET{ + fixed2 lPos = i.localPosition / _Spread; + half time = _Time.y * _Speed / _Spread; + half timeWithOffset = time + _TimeOffset; + fixed sine = sin(timeWithOffset); + fixed cosine = cos(timeWithOffset); + //fixed hue = (lPos.x * sine + lPos.y * cosine) / 2.0; + //fixed hue = (lPos.x * 0 - lPos.y) / 2.0; + fixed hue = (-lPos.y) / 2.0; + hue += time; + while (hue < 0.0) hue += 1.0; + while (hue > 1.0) hue -= 1.0; + fixed4 hsl = fixed4(hue, _Saturation, _Luminosity, 1.0); + return HSLtoRGB(hsl); + } + + ENDCG + } + } + FallBack "Diffuse" +} \ No newline at end of file diff --git a/Assets/Rainbow.shader.meta b/Assets/Rainbow.shader.meta new file mode 100644 index 00000000..9f2cd3c5 --- /dev/null +++ b/Assets/Rainbow.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b46bcae8d81e19e40a4095cc79aa4c2c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Prefabs/Angle.prefab b/Assets/Resources/Prefabs/Angle.prefab index 30a99b67..e0a72899 100644 --- a/Assets/Resources/Prefabs/Angle.prefab +++ b/Assets/Resources/Prefabs/Angle.prefab @@ -319,7 +319,7 @@ GameObject: m_Component: - component: {fileID: 4650993679089994826} m_Layer: 12 - m_Name: Angle_02 + m_Name: Angle m_TagString: Selectable m_Icon: {fileID: 0} m_NavMeshLayer: 0 diff --git a/Assets/Resources/Prefabs/DisplayLine.prefab b/Assets/Resources/Prefabs/DisplayLine.prefab new file mode 100644 index 00000000..377435d2 --- /dev/null +++ b/Assets/Resources/Prefabs/DisplayLine.prefab @@ -0,0 +1,425 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &394695603809760982 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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vMin; + + hsl.z = (vMax + vMin) / 2.0; + + if (vDelta == 0.0) { + hsl.x = hsl.y = 0.0; + } + else { + if (hsl.z < 0.5) hsl.y = vDelta / (vMax + vMin); + else hsl.y = vDelta / (2.0 - vMax - vMin); + + float rDelta = (((vMax - rgb.x) / 6.0) + (vDelta / 2.0)) / vDelta; + float gDelta = (((vMax - rgb.y) / 6.0) + (vDelta / 2.0)) / vDelta; + float bDelta = (((vMax - rgb.z) / 6.0) + (vDelta / 2.0)) / vDelta; + + if (rgb.x == vMax) hsl.x = bDelta - gDelta; + else if (rgb.y == vMax) hsl.x = (1.0 / 3.0) + rDelta - bDelta; + else if (rgb.z == vMax) hsl.x = (2.0 / 3.0) + gDelta - rDelta; + + if (hsl.x < 0.0) hsl.x += 1.0; + if (hsl.x > 1.0) hsl.x -= 1.0; + } + + return hsl; +} + +inline fixed hueToRGB(float v1, float v2, float vH) { + if (vH < 0.0) vH+= 1.0; + if (vH > 1.0) vH -= 1.0; + if ((6.0 * vH) < 1.0) return (v1 + (v2 - v1) * 6.0 * vH); + if ((2.0 * vH) < 1.0) return (v2); + if ((3.0 * vH) < 2.0) return (v1 + (v2 - v1) * ((2.0 / 3.0) - vH) * 6.0); + return v1; +} + +inline fixed4 HSLtoRGB(fixed4 hsl) { + fixed4 rgb = fixed4(0.0, 0.0, 0.0, hsl.w); + + if (hsl.y == 0) { + rgb.xyz = hsl.zzz; + } + else { + float v1; + float v2; + + if (hsl.z < 0.5) v2 = hsl.z * (1 + hsl.y); + else v2 = (hsl.z + hsl.y) - (hsl.y * hsl.z); + + v1 = 2.0 * hsl.z - v2; + + rgb.x = hueToRGB(v1, v2, hsl.x + (1.0 / 3.0)); + rgb.y = hueToRGB(v1, v2, hsl.x); + rgb.z = hueToRGB(v1, v2, hsl.x - (1.0 / 3.0)); + } + + return rgb; +} \ No newline at end of file diff --git a/Assets/Shared/ShaderTools.cginc.meta b/Assets/Shared/ShaderTools.cginc.meta new file mode 100644 index 00000000..813183e3 --- /dev/null +++ b/Assets/Shared/ShaderTools.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7e2c0f3039e956247b576f05ae5c2480 +timeCreated: 1483406160 +licenseType: Free +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset index c7b0771e..b7a7dd75 100644 --- a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset +++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: LiberationSans SDF Material - m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3} + m_Shader: {fileID: 4800000, guid: dd89cf5b9246416f84610a006f916af7, type: 3} m_ShaderKeywords: m_LightmapFlags: 1 m_EnableInstancingVariants: 0 @@ -19,26 +19,62 @@ Material: m_SavedProperties: serializedVersion: 3 m_TexEnvs: + - _BumpMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _Cube: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _FaceTex: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _MainTex: m_Texture: {fileID: 28684132378477856} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _OutlineTex: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} m_Floats: + - _Ambient: 0.5 + - _Bevel: 0.5 + - _BevelClamp: 0 + - _BevelOffset: 0 + - _BevelRoundness: 0 + - _BevelWidth: 0 + - _BumpFace: 0 + - _BumpOutline: 0 - _ColorMask: 15 + - _Diffuse: 0.5 - _FaceDilate: 0 + - _FaceUVSpeedX: 0 + - _FaceUVSpeedY: 0 + - 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