Add XR sample assets and update settings
8
Assets/Samples/XR Composition Layers/2.2.0.meta
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Shader "Lit/XRCompositionLayers/Sample"
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{
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Properties
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{
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// Specular vs Metallic workflow
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_WorkflowMode("WorkflowMode", Float) = 1.0
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[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
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[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
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_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
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_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
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_SpecGlossMap("Specular", 2D) = "white" {}
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_Parallax("Scale", Range(0.005, 0.08)) = 0.005
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_ParallaxMap("Height Map", 2D) = "black" {}
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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_OcclusionMap("Occlusion", 2D) = "white" {}
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[HDR] _EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_DetailMask("Detail Mask", 2D) = "white" {}
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_DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
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_DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
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_DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
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[Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
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// SRP batching compatibility for Clear Coat (Not used in Lit)
|
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[HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
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[HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0
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// Blending state
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_Surface("__surface", Float) = 0.0
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_Blend("__blend", Float) = 0.0
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_Cull("__cull", Float) = 2.0
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[ToggleUI] _AlphaClip("__clip", Float) = 0.0
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[HideInInspector] _SrcBlend("__src", Float) = 1.0
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[HideInInspector] _DstBlend("__dst", Float) = 0.0
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[HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
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[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
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[HideInInspector] _ZWrite("__zw", Float) = 1.0
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[HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
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[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
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[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
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// Editmode props
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_QueueOffset("Queue offset", Float) = 0.0
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// ObsoleteProperties
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[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
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[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
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[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
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[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
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[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
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[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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}
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SubShader
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{
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PackageRequirements
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{
|
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"com.unity.render-pipelines.universal": "12.0"
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}
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// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
|
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// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
|
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// material work with both Universal Render Pipeline and Builtin Unity Pipeline
|
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Tags
|
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{
|
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"RenderType" = "Opaque"
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"RenderPipeline" = "UniversalPipeline"
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"UniversalMaterialType" = "Lit"
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"IgnoreProjector" = "True"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Forward pass. Shades all light in a single pass. GI + emission + Fog
|
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Pass
|
||||
{
|
||||
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
|
||||
// no LightMode tag are also rendered by Universal Render Pipeline
|
||||
Name "ForwardLit"
|
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Tags
|
||||
{
|
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"LightMode" = "UniversalForward"
|
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}
|
||||
|
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// -------------------------------------
|
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// Render State Commands
|
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Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
|
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ZWrite[_ZWrite]
|
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Cull[_Cull]
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AlphaToMask[_AlphaToMask]
|
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HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Shader Stages
|
||||
#pragma vertex LitPassVertex
|
||||
#pragma fragment LitPassFragment
|
||||
|
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// -------------------------------------
|
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// Material Keywords
|
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#pragma shader_feature_local _NORMALMAP
|
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#pragma shader_feature_local _PARALLAXMAP
|
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
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#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
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#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature_local_fragment _OCCLUSIONMAP
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#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
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#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
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// -------------------------------------
|
||||
// Universal Pipeline keywords
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
|
||||
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
||||
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
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#pragma multi_compile _ _LIGHT_LAYERS
|
||||
#pragma multi_compile _ _FORWARD_PLUS
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||||
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_fog
|
||||
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options renderinglayer
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
|
||||
ENDHLSL
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}
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Pass
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||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "ShadowCaster"
|
||||
}
|
||||
|
||||
// -------------------------------------
|
||||
// Render State Commands
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
ColorMask 0
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Shader Stages
|
||||
#pragma vertex ShadowPassVertex
|
||||
#pragma fragment ShadowPassFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local _ALPHATEST_ON
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||||
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
// -------------------------------------
|
||||
// Universal Pipeline keywords
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||||
|
||||
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
|
||||
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||
|
||||
// -------------------------------------
|
||||
// Includes
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
|
||||
// no LightMode tag are also rendered by Universal Render Pipeline
|
||||
Name "GBuffer"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "UniversalGBuffer"
|
||||
}
|
||||
|
||||
// -------------------------------------
|
||||
// Render State Commands
|
||||
ZWrite[_ZWrite]
|
||||
ZTest LEqual
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 4.5
|
||||
|
||||
// Deferred Rendering Path does not support the OpenGL-based graphics API:
|
||||
// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
|
||||
#pragma exclude_renderers gles3 glcore
|
||||
|
||||
// -------------------------------------
|
||||
// Shader Stages
|
||||
#pragma vertex LitGBufferPassVertex
|
||||
#pragma fragment LitGBufferPassFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
//#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature_local_fragment _EMISSION
|
||||
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
||||
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local_fragment _OCCLUSIONMAP
|
||||
#pragma shader_feature_local _PARALLAXMAP
|
||||
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
||||
|
||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
||||
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
||||
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||
|
||||
// -------------------------------------
|
||||
// Universal Pipeline keywords
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||
//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||
//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||||
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options renderinglayer
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
// -------------------------------------
|
||||
// Includes
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "DepthOnly"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "DepthOnly"
|
||||
}
|
||||
|
||||
// -------------------------------------
|
||||
// Render State Commands
|
||||
ZWrite On
|
||||
ColorMask R
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Shader Stages
|
||||
#pragma vertex DepthOnlyVertex
|
||||
#pragma fragment DepthOnlyFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
// -------------------------------------
|
||||
// Includes
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// This pass is used when drawing to a _CameraNormalsTexture texture
|
||||
Pass
|
||||
{
|
||||
Name "DepthNormals"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "DepthNormals"
|
||||
}
|
||||
|
||||
// -------------------------------------
|
||||
// Render State Commands
|
||||
ZWrite On
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Shader Stages
|
||||
#pragma vertex DepthNormalsVertex
|
||||
#pragma fragment DepthNormalsFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _PARALLAXMAP
|
||||
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
||||
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||||
|
||||
// -------------------------------------
|
||||
// Universal Pipeline keywords
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
// -------------------------------------
|
||||
// Includes
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// This pass it not used during regular rendering, only for lightmap baking.
|
||||
Pass
|
||||
{
|
||||
Name "Meta"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "Meta"
|
||||
}
|
||||
|
||||
// -------------------------------------
|
||||
// Render State Commands
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Shader Stages
|
||||
#pragma vertex UniversalVertexMeta
|
||||
#pragma fragment UniversalFragmentMetaLit
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
||||
#pragma shader_feature_local_fragment _EMISSION
|
||||
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
||||
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
#pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
||||
#pragma shader_feature_local_fragment _SPECGLOSSMAP
|
||||
#pragma shader_feature EDITOR_VISUALIZATION
|
||||
|
||||
// -------------------------------------
|
||||
// Includes
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Universal2D"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "Universal2D"
|
||||
}
|
||||
|
||||
// -------------------------------------
|
||||
// Render State Commands
|
||||
Blend[_SrcBlend][_DstBlend]
|
||||
ZWrite[_ZWrite]
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Shader Stages
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
|
||||
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
// -------------------------------------
|
||||
// Includes
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "Standard"
|
||||
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
|
||||
}
|
||||
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|
||||
fileFormatVersion: 2
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||||
guid: 535316906d0297a4ea8b30bcf9ecfb10
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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|
||||
fileFormatVersion: 2
|
||||
guid: bdfb76e7a7ec9394e870a8cb3ae4c56d
|
||||
NativeFormatImporter:
|
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externalObjects: {}
|
||||
mainObjectFileID: 8900000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
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|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!84 &8400000
|
||||
RenderTexture:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Video_Render_Texture
|
||||
m_ImageContentsHash:
|
||||
serializedVersion: 2
|
||||
Hash: 00000000000000000000000000000000
|
||||
m_ForcedFallbackFormat: 4
|
||||
m_DownscaleFallback: 0
|
||||
m_IsAlphaChannelOptional: 0
|
||||
serializedVersion: 5
|
||||
m_Width: 1080
|
||||
m_Height: 1080
|
||||
m_AntiAliasing: 1
|
||||
m_MipCount: -1
|
||||
m_DepthStencilFormat: 94
|
||||
m_ColorFormat: 8
|
||||
m_MipMap: 0
|
||||
m_GenerateMips: 1
|
||||
m_SRGB: 0
|
||||
m_UseDynamicScale: 0
|
||||
m_BindMS: 0
|
||||
m_EnableCompatibleFormat: 1
|
||||
m_EnableRandomWrite: 0
|
||||
m_TextureSettings:
|
||||
serializedVersion: 2
|
||||
m_FilterMode: 1
|
||||
m_Aniso: 0
|
||||
m_MipBias: 0
|
||||
m_WrapU: 1
|
||||
m_WrapV: 1
|
||||
m_WrapW: 1
|
||||
m_Dimension: 2
|
||||
m_VolumeDepth: 1
|
||||
m_ShadowSamplingMode: 2
|
||||
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||||
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userData:
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||||
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,3 @@
|
||||
# Composition Layers Sample
|
||||
|
||||
Demonstrates how to use Composition Layers.
|
||||
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|
||||
fileFormatVersion: 2
|
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,133 @@
|
||||
#if UNITY_EDITOR
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// This script is used to ensure that the correct Projection Eye Rig layers are created and assigned to the objects in the sample scene.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// When creating a new Projection Eye Rig, a layer is created and is also removed from the main camera culling mask.
|
||||
/// As the sample scene uses a Projection Eye Rig, this script ensures that the layers are created and assigned correctly.
|
||||
/// </remarks>
|
||||
[InitializeOnLoad]
|
||||
public static class SampleLayers
|
||||
{
|
||||
const string k_ScenePath = "Sample Composition Layers Scene/Scenes/SampleCompositionLayersScene.unity";
|
||||
|
||||
static (string, int)[] s_CreatedLayers =
|
||||
{
|
||||
("Midground Objects Layer", 8)
|
||||
};
|
||||
|
||||
static SerializedObject s_TagManager;
|
||||
static SerializedProperty s_Layers;
|
||||
|
||||
static SampleLayers()
|
||||
{
|
||||
EditorSceneManager.sceneOpened += (scene, _) =>
|
||||
{
|
||||
s_TagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
|
||||
s_Layers = s_TagManager.FindProperty("layers");
|
||||
|
||||
if (scene.path.Contains(k_ScenePath))
|
||||
AssignIncorrectLayers();
|
||||
};
|
||||
}
|
||||
|
||||
static void AssignIncorrectLayers()
|
||||
{
|
||||
foreach (var (currentLayer, currentIndex) in s_CreatedLayers)
|
||||
{
|
||||
GameObject[] objectsWithLayer = FindObjectsWithLayer(currentIndex);
|
||||
|
||||
if (objectsWithLayer.Length == 0)
|
||||
continue;
|
||||
|
||||
string layerName = GetLayerNameFromIndex(currentIndex);
|
||||
if (layerName == string.Empty || layerName != currentLayer) // Layer is empty or Layer is not empty and has a different name
|
||||
{
|
||||
int newLayer = CreateLayerAndAssignObjects(currentLayer, objectsWithLayer);
|
||||
RemoveLayerFromCamera(newLayer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void RemoveLayerFromCamera(int layer)
|
||||
{
|
||||
var camera = Camera.main;
|
||||
if (camera == null)
|
||||
return;
|
||||
|
||||
camera.cullingMask &= ~(1 << layer);
|
||||
}
|
||||
|
||||
static int CreateLayerAndAssignObjects(string layerName, GameObject[] objects)
|
||||
{
|
||||
int layer = CreateLayer(layerName);
|
||||
foreach (var go in objects)
|
||||
{
|
||||
// Special case for cameras
|
||||
if (go.TryGetComponent<Camera>(out var camera))
|
||||
camera.cullingMask = 1 << layer;
|
||||
|
||||
go.layer = layer;
|
||||
}
|
||||
|
||||
return layer;
|
||||
}
|
||||
|
||||
static int CreateLayer(string layerName)
|
||||
{
|
||||
int index = LayerExists(layerName);
|
||||
if (index != -1) return index;
|
||||
|
||||
for (int i = 8; i < s_Layers.arraySize; i++)
|
||||
{
|
||||
SerializedProperty layer = s_Layers.GetArrayElementAtIndex(i);
|
||||
if (string.IsNullOrEmpty(layer.stringValue))
|
||||
{
|
||||
index = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
SerializedProperty newLayerProperty = s_Layers.GetArrayElementAtIndex(index);
|
||||
newLayerProperty.stringValue = layerName;
|
||||
|
||||
s_TagManager.ApplyModifiedProperties();
|
||||
|
||||
return index;
|
||||
}
|
||||
|
||||
static int LayerExists(string layerName)
|
||||
{
|
||||
for (int i = 8; i < s_Layers.arraySize; i++)
|
||||
{
|
||||
SerializedProperty layer = s_Layers.GetArrayElementAtIndex(i);
|
||||
if (layer.stringValue == layerName)
|
||||
return i;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
static GameObject[] FindObjectsWithLayer(int layer)
|
||||
{
|
||||
var goArray = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
|
||||
var objectsWithLayer = new List<GameObject>();
|
||||
|
||||
foreach (var go in goArray)
|
||||
if (go.layer == layer)
|
||||
objectsWithLayer.Add(go);
|
||||
|
||||
return objectsWithLayer.ToArray();
|
||||
}
|
||||
|
||||
static string GetLayerNameFromIndex(int layer)
|
||||
{
|
||||
return s_Layers.GetArrayElementAtIndex(layer).stringValue;
|
||||
}
|
||||
}
|
||||
#endif // UNITY_EDITOR
|
||||
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fileFormatVersion: 2
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guid: 56dad65ca04eb36499309bcf3547927e
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
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TextureImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 12
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mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 0
|
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sRGBTexture: 1
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linearTexture: 0
|
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fadeOut: 0
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borderMipMap: 0
|
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mipMapsPreserveCoverage: 0
|
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alphaTestReferenceValue: 0.5
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mipMapFadeDistanceStart: 1
|
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mipMapFadeDistanceEnd: 3
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bumpmap:
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convertToNormalMap: 0
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externalNormalMap: 0
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heightScale: 0.25
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normalMapFilter: 0
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flipGreenChannel: 0
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using UnityEngine;
|
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using System.Runtime.InteropServices;
|
||||
|
||||
/// <summary>
|
||||
/// A static class that initializes a test surface on Android
|
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/// using Java Native Interface (JNI) calls. It facilitates interaction between Unity and
|
||||
/// Android native code, particularly for handling texture and surface operations.
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/// </summary>
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public static class AndroidTestSurface
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{
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private static System.IntPtr? _TestSurfaceClass;
|
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private static System.IntPtr initTestSurfaceMethodId;
|
||||
|
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/// <summary>
|
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/// Gets the reference to the Java class 'TestSurface'. It uses JNI to find and hold a
|
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/// global reference to the class for future use.
|
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/// </summary>
|
||||
private static System.IntPtr TestSurfaceClass
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!_TestSurfaceClass.HasValue)
|
||||
{
|
||||
try
|
||||
{
|
||||
// Find the Java class and create a global reference
|
||||
System.IntPtr testSurfaceClassLocal = AndroidJNI.FindClass("com/unity/xr/compositorlayers/TestSurface");
|
||||
|
||||
if (testSurfaceClassLocal != System.IntPtr.Zero)
|
||||
{
|
||||
_TestSurfaceClass = AndroidJNI.NewGlobalRef(testSurfaceClassLocal);
|
||||
AndroidJNI.DeleteLocalRef(testSurfaceClassLocal);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to find Java class `TestSurface`");
|
||||
_TestSurfaceClass = System.IntPtr.Zero;
|
||||
}
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Debug.LogError("Exception occurred while finding Java class `TestSurface`");
|
||||
Debug.LogException(ex);
|
||||
_TestSurfaceClass = System.IntPtr.Zero;
|
||||
}
|
||||
}
|
||||
return _TestSurfaceClass.GetValueOrDefault();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a test surface using a JNI call to the 'InitTestSurface' method of the
|
||||
/// 'TestSurface' Java class. It passes a native Android object and a texture converted to
|
||||
/// a Bitmap to the Java method.
|
||||
/// </summary>
|
||||
/// <param name="jobject">The native Android object to which the surface is attached.</param>
|
||||
/// <param name="texture">The Unity Texture2D to be converted and passed as a Bitmap.</param>
|
||||
public static void InitTestSurface(System.IntPtr jobject, Texture2D texture)
|
||||
{
|
||||
if (initTestSurfaceMethodId == System.IntPtr.Zero)
|
||||
{
|
||||
// Retrieve the method ID for 'InitTestSurface'
|
||||
initTestSurfaceMethodId = AndroidJNI.GetStaticMethodID(TestSurfaceClass, "InitTestSurface", "(Ljava/lang/Object;Landroid/graphics/Bitmap;)V");
|
||||
}
|
||||
|
||||
// Convert the texture to a Bitmap and call the Java method
|
||||
using (AndroidJavaObject bitmap = Texture2DToBitmap(texture))
|
||||
{
|
||||
System.IntPtr bitmapPtr = bitmap.GetRawObject();
|
||||
jvalue[] args = new jvalue[2];
|
||||
args[0] = new jvalue { l = jobject };
|
||||
args[1] = new jvalue { l = bitmapPtr };
|
||||
|
||||
AndroidJNI.CallStaticVoidMethod(TestSurfaceClass, initTestSurfaceMethodId, args);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a Unity Texture2D to an Android Bitmap object. This is used to pass textures
|
||||
/// from Unity to Android native code.
|
||||
/// </summary>
|
||||
/// <param name="texture">The Unity Texture2D to be converted.</param>
|
||||
/// <returns>An AndroidJavaObject representing the Bitmap.</returns>
|
||||
private static AndroidJavaObject Texture2DToBitmap(Texture2D texture)
|
||||
{
|
||||
byte[] imageBytes = texture.EncodeToPNG();
|
||||
sbyte[] signedImageBytes = (sbyte[])(System.Array)imageBytes;
|
||||
|
||||
using (AndroidJavaClass byteBufferClass = new AndroidJavaClass("java.nio.ByteBuffer"))
|
||||
{
|
||||
AndroidJavaObject byteBuffer = byteBufferClass.CallStatic<AndroidJavaObject>("wrap", signedImageBytes);
|
||||
using (AndroidJavaClass bitmapFactory = new AndroidJavaClass("android.graphics.BitmapFactory"))
|
||||
{
|
||||
AndroidJavaObject bitmap = bitmapFactory.CallStatic<AndroidJavaObject>("decodeByteArray", byteBuffer.Call<sbyte[]>("array"), 0, signedImageBytes.Length);
|
||||
|
||||
if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.OpenGLES3)
|
||||
{
|
||||
using (var matrix = new AndroidJavaObject("android.graphics.Matrix"))
|
||||
{
|
||||
matrix.Call<bool>("preScale", 1.0f, -1.0f);
|
||||
|
||||
using (var bitmapClass = new AndroidJavaClass("android.graphics.Bitmap"))
|
||||
{
|
||||
AndroidJavaObject flippedBitmap = bitmapClass.CallStatic<AndroidJavaObject>("createBitmap",
|
||||
bitmap, 0, 0, bitmap.Call<int>("getWidth"), bitmap.Call<int>("getHeight"), matrix, false);
|
||||
return flippedBitmap;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return bitmap;
|
||||
}
|
||||
}
|
||||
}
|
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}
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userData:
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userData:
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@@ -0,0 +1,44 @@
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
using UnityEditor.Build;
|
||||
using UnityEditor.Build.Reporting;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// A class that ensures that the Android minimum SDK version meets certain requirements.
|
||||
/// </summary>
|
||||
[InitializeOnLoad]
|
||||
public class AndroidBuildSettings : IPreprocessBuildWithReport
|
||||
{
|
||||
/// Specifies the order in which this pre-build process should be executed.
|
||||
public int callbackOrder { get { return 0; } }
|
||||
|
||||
/// Static constructor called on load to initially set Android build settings.
|
||||
static AndroidBuildSettings()
|
||||
{
|
||||
SetAndroidBuildSettings();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called before the build process begins. Ensures Android build settings are correctly set.
|
||||
/// </summary>
|
||||
/// <param name="report">Contains information about the build, such as its target platform and output path.</param>
|
||||
public void OnPreprocessBuild(BuildReport report)
|
||||
{
|
||||
SetAndroidBuildSettings();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the minimum SDK version for Android builds to a specified level if it is currently set lower.
|
||||
/// This ensures compatibility with features provided in composition layers.
|
||||
/// </summary>
|
||||
private static void SetAndroidBuildSettings()
|
||||
{
|
||||
if (PlayerSettings.Android.minSdkVersion < AndroidSdkVersions.AndroidApiLevel24)
|
||||
{
|
||||
PlayerSettings.Android.minSdkVersion = AndroidSdkVersions.AndroidApiLevel24;
|
||||
Debug.Log("Android minimum SDK version has been updated to Level 24. The lowest level supported by the composition layers package.");
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
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@@ -0,0 +1,11 @@
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assetBundleVariant:
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@@ -0,0 +1,68 @@
|
||||
#if UNITY_EDITOR && UNITY_ANDROID
|
||||
using UnityEditor;
|
||||
using UnityEditor.Android;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// This class primarily focuses on copying specific files
|
||||
/// from a source folder to the Android project's assets directory after the Gradle project
|
||||
/// has been generated.
|
||||
/// </summary>
|
||||
public class UploadAndroidFiles : IPostGenerateGradleAndroidProject
|
||||
{
|
||||
/// <summary>
|
||||
/// Specifies the order in which this post-processing task should be executed.
|
||||
/// </summary>
|
||||
public int callbackOrder => 1;
|
||||
|
||||
/// <summary>
|
||||
/// Called after the Gradle Android project is generated. Copies files from a specified
|
||||
/// source folder to the project's assets directory.
|
||||
/// </summary>
|
||||
/// <param name="path">The path to the generated Gradle project.</param>
|
||||
public void OnPostGenerateGradleAndroidProject(string path)
|
||||
{
|
||||
|
||||
string sourceFolder = Path.Combine(Application.dataPath, "Samples/XR Composition Layers/2.2.0/Sample External Android Surface Project/StreamingAssets");
|
||||
string destinationFolder = Path.Combine(path, "src/main/assets");
|
||||
|
||||
// Create the destination folder if it does not exist
|
||||
if (!Directory.Exists(destinationFolder))
|
||||
{
|
||||
Directory.CreateDirectory(destinationFolder);
|
||||
}
|
||||
|
||||
CopyFilesRecursively(sourceFolder, destinationFolder);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copies all files and subdirectories from a source path to a target path recursively.
|
||||
/// </summary>
|
||||
/// <param name="sourcePath">The source directory path.</param>
|
||||
/// <param name="targetPath">The target directory path where files should be copied.</param>
|
||||
private static void CopyFilesRecursively(string sourcePath, string targetPath)
|
||||
{
|
||||
// Copy each file in the source directory to the target directory
|
||||
foreach (string filePath in Directory.GetFiles(sourcePath))
|
||||
{
|
||||
string fileName = Path.GetFileName(filePath);
|
||||
string destFile = Path.Combine(targetPath, fileName);
|
||||
File.Copy(filePath, destFile, true);
|
||||
}
|
||||
|
||||
// Recursively copy each subdirectory
|
||||
foreach (string subdirectoryPath in Directory.GetDirectories(sourcePath))
|
||||
{
|
||||
string subdirectoryName = Path.GetFileName(subdirectoryPath);
|
||||
string destSubdirectory = Path.Combine(targetPath, subdirectoryName);
|
||||
if (!Directory.Exists(destSubdirectory))
|
||||
{
|
||||
Directory.CreateDirectory(destSubdirectory);
|
||||
}
|
||||
CopyFilesRecursively(subdirectoryPath, destSubdirectory);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,11 @@
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userData:
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assetBundleVariant:
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@@ -0,0 +1,137 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.IO;
|
||||
using Unity.XR.CompositionLayers;
|
||||
#if UNITY_XR_OPENXR_COMPLAYER
|
||||
using UnityEngine.XR.OpenXR.CompositionLayers;
|
||||
#endif
|
||||
using UnityEngine.Networking;
|
||||
|
||||
/// <summary>
|
||||
/// Class for loading and displaying an image on Android devices.
|
||||
/// </summary>
|
||||
public class TestAndroidImage : MonoBehaviour
|
||||
{
|
||||
public string ImageName;
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine started upon script activation to initiate image loading.
|
||||
/// </summary>
|
||||
/// <returns>IEnumerator for coroutine management.</returns>
|
||||
private IEnumerator Start()
|
||||
{
|
||||
yield return StartCoroutine(LoadImage());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Main coroutine handling the image loading process based on the platform.
|
||||
/// Loads an image using specified ImageName and displays it if found.
|
||||
/// </summary>
|
||||
/// <returns>IEnumerator for coroutine management.</returns>
|
||||
private IEnumerator LoadImage()
|
||||
{
|
||||
if (!string.IsNullOrEmpty(ImageName))
|
||||
{
|
||||
Texture2D image = null;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Load image for Unity Editor
|
||||
image = LoadImageForEditor();
|
||||
#elif UNITY_ANDROID
|
||||
// Load image for Android
|
||||
yield return StartCoroutine(LoadImageForAndroid(loadedImage => image = loadedImage));
|
||||
#endif
|
||||
if (image != null)
|
||||
{
|
||||
// Display the loaded image
|
||||
yield return DisplayImage(image);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Image not found at path: " + ImageName);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>
|
||||
/// Loads an image from the project's assets when running in the Unity Editor.
|
||||
/// </summary>
|
||||
/// <returns>Texture2D - The loaded image texture.</returns>
|
||||
private Texture2D LoadImageForEditor()
|
||||
{
|
||||
var guids = UnityEditor.AssetDatabase.FindAssets(Path.GetFileNameWithoutExtension(ImageName));
|
||||
if (guids.Length > 0)
|
||||
{
|
||||
string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(guids[0]);
|
||||
return UnityEditor.AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
#elif UNITY_ANDROID
|
||||
/// <summary>
|
||||
/// Coroutine for loading an image in an Android build. Uses UnityWebRequest to fetch the image.
|
||||
/// </summary>
|
||||
/// <param name="onLoaded">Callback action to handle the loaded Texture2D.</param>
|
||||
/// <returns>IEnumerator for coroutine management.</returns>
|
||||
private IEnumerator LoadImageForAndroid(Action<Texture2D> onLoaded)
|
||||
{
|
||||
string filePath = Path.Combine(Application.streamingAssetsPath, ImageName);
|
||||
using (UnityWebRequest uwr = UnityWebRequestTexture.GetTexture(filePath))
|
||||
{
|
||||
yield return uwr.SendWebRequest();
|
||||
if (uwr.result == UnityWebRequest.Result.ConnectionError || uwr.result == UnityWebRequest.Result.ProtocolError)
|
||||
{
|
||||
Debug.LogError("Error while loading image: " + uwr.error);
|
||||
onLoaded(null);
|
||||
}
|
||||
else
|
||||
{
|
||||
onLoaded(DownloadHandlerTexture.GetContent(uwr));
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine handling the display of a loaded image using XR composition layers.
|
||||
/// Waits for the surface from OpenXRLayerUtility before displaying the image.
|
||||
/// </summary>
|
||||
/// <param name="image">The Texture2D image to be displayed.</param>
|
||||
/// <returns>IEnumerator for coroutine management.</returns>
|
||||
private IEnumerator DisplayImage(Texture2D image)
|
||||
{
|
||||
if (image != null)
|
||||
{
|
||||
CompositionLayer layer = gameObject.GetComponent<CompositionLayer>();
|
||||
IntPtr surface = IntPtr.Zero;
|
||||
yield return new WaitUntil(() =>
|
||||
{
|
||||
#if UNITY_XR_OPENXR_COMPLAYER
|
||||
surface = OpenXRLayerUtility.GetLayerAndroidSurfaceObject(layer.GetInstanceID());
|
||||
#endif
|
||||
return (surface != IntPtr.Zero);
|
||||
});
|
||||
|
||||
AndroidTestSurface.InitTestSurface(surface, image);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("No image provided.");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Event handler triggered when the application gains or loses focus.
|
||||
/// Restarts image loading process when the application gains focus.
|
||||
/// </summary>
|
||||
/// <param name="hasFocus">Boolean indicating if the application has focus.</param>
|
||||
void OnApplicationFocus(bool hasFocus)
|
||||
{
|
||||
if (hasFocus)
|
||||
{
|
||||
StartCoroutine(LoadImage());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: e1537674bf1cc874f9b390067e444367
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 612ae0c0d44d9604bb9cd508c26352e9
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TextureImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 12
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mipmaps:
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mipMapMode: 0
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enableMipMap: 1
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sRGBTexture: 1
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linearTexture: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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bumpmap:
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convertToNormalMap: 0
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vTOnly: 0
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ignoreMipmapLimit: 0
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grayScaleToAlpha: 0
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generateCubemap: 6
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cubemapConvolution: 0
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seamlessCubemap: 0
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textureFormat: 1
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maxTextureSize: 2048
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textureSettings:
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
|
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spritePixelsToUnits: 100
|
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
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spriteGenerateFallbackPhysicsShape: 1
|
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alphaUsage: 1
|
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alphaIsTransparency: 0
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spriteTessellationDetail: -1
|
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textureType: 0
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textureShape: 1
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singleChannelComponent: 0
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flipbookRows: 1
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flipbookColumns: 1
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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ignorePngGamma: 0
|
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applyGammaDecoding: 1
|
||||
swizzle: 50462976
|
||||
cookieLightType: 2
|
||||
platformSettings:
|
||||
- serializedVersion: 3
|
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buildTarget: DefaultTexturePlatform
|
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maxTextureSize: 2048
|
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resizeAlgorithm: 0
|
||||
textureFormat: -1
|
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textureCompression: 0
|
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compressionQuality: 50
|
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crunchedCompression: 0
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allowsAlphaSplitting: 0
|
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overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
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forceMaximumCompressionQuality_BC6H_BC7: 0
|
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- serializedVersion: 3
|
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buildTarget: Standalone
|
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maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
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textureCompression: 0
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
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allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Android
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 0
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID:
|
||||
internalID: 0
|
||||
vertices: []
|
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indices:
|
||||
edges: []
|
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weights: []
|
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secondaryTextures: []
|
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nameFileIdTable: {}
|
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mipmapLimitGroupName:
|
||||
pSDRemoveMatte: 0
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userData:
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assetBundleName:
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 3bd48574c1e7e84a08ab8d16bba84d52
|
||||
folderAsset: yes
|
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externalObjects: {}
|
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userData:
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assetBundleVariant:
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 98c63244d80671d49a23f703330f4619
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||||
folderAsset: yes
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externalObjects: {}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: a451b52f40e21dc4d9697d025f41299d
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folderAsset: yes
|
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DefaultImporter:
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externalObjects: {}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: dfad0a8f5ca2ec942a0a9a6c6ff9dc5c
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: ed3f77cabee551f478d5073edc5ee535
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,43 @@
|
||||
package com.unity.xr.compositorlayers;
|
||||
|
||||
import android.graphics.Bitmap;
|
||||
import android.graphics.Canvas;
|
||||
import android.graphics.Color;
|
||||
import android.graphics.Matrix;
|
||||
import android.graphics.Paint;
|
||||
import android.view.Surface;
|
||||
|
||||
/**
|
||||
* Provides functionality to render a Bitmap onto a Surface
|
||||
* received from Unity. Primarily used for handling and displaying
|
||||
* texture data passed from Unity to Android native code.
|
||||
*/
|
||||
public class TestSurface {
|
||||
|
||||
/**
|
||||
* Initializes and renders a Bitmap onto a specified Surface.
|
||||
*
|
||||
* @param surfaceObject An object that should be an instance of android.view.Surface.
|
||||
* @param bitmap The Bitmap image to be drawn on the surface.
|
||||
* @throws RuntimeException if surfaceObject is not an instance of Surface or if bitmap is null.
|
||||
*/
|
||||
public static void InitTestSurface(Object surfaceObject, Bitmap bitmap) {
|
||||
if (!(surfaceObject instanceof Surface)) {
|
||||
throw new RuntimeException("TestSurface.ctor: supplied object is not an android.view.Surface!");
|
||||
}
|
||||
|
||||
Surface surface = (Surface) surfaceObject;
|
||||
Canvas canvas = surface.lockCanvas(null);
|
||||
|
||||
if(bitmap != null)
|
||||
{
|
||||
canvas.drawBitmap(bitmap, new Matrix(), new Paint());
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new RuntimeException("Surface or Image is not initialized or is null.");
|
||||
}
|
||||
|
||||
surface.unlockCanvasAndPost(canvas);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
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fileFormatVersion: 2
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guid: fffb0d3ab42fe5146a4c2bea5c690c53
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externalObjects: {}
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serializedVersion: 2
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iconMap: {}
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executionOrder: {}
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defineConstraints: []
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isPreloaded: 0
|
||||
isOverridable: 0
|
||||
isExplicitlyReferenced: 0
|
||||
validateReferences: 1
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||||
platformData:
|
||||
- first:
|
||||
Android: Android
|
||||
second:
|
||||
enabled: 1
|
||||
settings: {}
|
||||
- first:
|
||||
Any:
|
||||
second:
|
||||
enabled: 0
|
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settings: {}
|
||||
- first:
|
||||
Editor: Editor
|
||||
second:
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userData:
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