Added VR libraries

This commit is contained in:
Chris Midkiff
2018-10-08 23:54:11 -04:00
parent d9eb2a9763
commit 7ce1036e39
1037 changed files with 195630 additions and 348 deletions

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<?xml version="1.0" encoding="utf-8" standalone="no"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
android:installLocation="auto">
<application
android:allowBackup="false">
<activity
android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen"
android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode"
android:launchMode="singleTask"
android:name="com.unity3d.player.UnityPlayerActivity"
android:excludeFromRecents="true">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.INFO"/>
</intent-filter>
</activity>
<meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" />
</application>
</manifest>

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/************************************************************************************
Copyright : Copyright 2017 Oculus VR, LLC. All Rights reserved.
Licensed under the Oculus VR Rift SDK License Version 3.4.1 (the "License");
you may not use the Oculus VR Rift 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/sdk-3.4.1
Unless required by applicable law or agreed to in writing, the Oculus VR 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 UnityEngine;
using UnityEditor;
/// <summary>
/// Allows Oculus to build apps from the command line.
/// </summary>
partial class OculusBuildApp
{
static void SetPCTarget()
{
if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.StandaloneWindows)
{
EditorUserBuildSettings.SwitchActiveBuildTarget (BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows);
}
UnityEditorInternal.VR.VREditor.SetVREnabledOnTargetGroup(BuildTargetGroup.Standalone, true);
PlayerSettings.virtualRealitySupported = true;
AssetDatabase.SaveAssets();
}
static void SetAndroidTarget()
{
EditorUserBuildSettings.androidBuildSubtarget = MobileTextureSubtarget.ASTC;
EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Internal;
if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android)
{
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
}
UnityEditorInternal.VR.VREditor.SetVREnabledOnTargetGroup(BuildTargetGroup.Standalone, true);
PlayerSettings.virtualRealitySupported = true;
AssetDatabase.SaveAssets();
}
}

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/************************************************************************************
Copyright : Copyright 2017 Oculus VR, LLC. All Rights reserved.
Licensed under the Oculus VR Rift SDK License Version 3.4.1 (the "License");
you may not use the Oculus VR Rift 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/sdk-3.4.1
Unless required by applicable law or agreed to in writing, the Oculus VR 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 UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using System;
using System.IO;
[InitializeOnLoad]
class OVREngineConfigurationUpdater
{
private const string prefName = "OVREngineConfigurationUpdater_Enabled";
private const string menuItemName = "Tools/Oculus/Use Required Project Settings";
private const string androidAssetsPath = "Assets/Plugins/Android/assets";
private const string androidManifestPath = "Assets/Plugins/Android/AndroidManifest.xml";
static bool setPrefsForUtilities;
[MenuItem(menuItemName)]
static void ToggleUtilities()
{
setPrefsForUtilities = !setPrefsForUtilities;
Menu.SetChecked(menuItemName, setPrefsForUtilities);
int newValue = (setPrefsForUtilities) ? 1 : 0;
PlayerPrefs.SetInt(prefName, newValue);
PlayerPrefs.Save();
Debug.Log("Using required project settings: " + setPrefsForUtilities);
}
#if UNITY_2017_3_OR_NEWER
private static readonly string dashSupportEnableConfirmedKey = "Oculus_Utilities_OVREngineConfiguration_DashSupportEnableConfirmed_" + Application.unityVersion + OVRManager.utilitiesVersion;
private static bool dashSupportEnableConfirmed
{
get
{
return PlayerPrefs.GetInt(dashSupportEnableConfirmedKey, 0) == 1;
}
set
{
PlayerPrefs.SetInt(dashSupportEnableConfirmedKey, value ? 1 : 0);
}
}
private static void DashSupportWarningPrompt()
{
/// <summary>
/// Since Unity 2017.3.0f1 and 2017.3.0f2 have "Dash Support" enabled by default
/// We need prompt developers in case they never test their app with dash
/// </summary>
///
if (Application.unityVersion == "2017.3.0f1" || Application.unityVersion == "2017.3.0f2")
{
if (!dashSupportEnableConfirmed)
{
bool dialogResult = EditorUtility.DisplayDialog("Oculus Dash support", "Your current Unity engine " + Application.unityVersion +
" has Oculus Dash Supporting enabled by default. please make sure to test your app with Dash enabled runtime 1.21 or newer," +
" Otherwise, you can also turn it off under XR Settings -> Oculus", "Understand", "Learn more ");
if (!dialogResult)
{
Application.OpenURL("https://developer.oculus.com/documentation/unity/latest/concepts/unity-lifecycle/");
}
dashSupportEnableConfirmed = true;
}
}
}
#endif
static OVREngineConfigurationUpdater()
{
EditorApplication.delayCall += OnDelayCall;
EditorApplication.update += OnUpdate;
#if UNITY_2017_3_OR_NEWER
DashSupportWarningPrompt();
#endif
}
static void OnDelayCall()
{
setPrefsForUtilities = PlayerPrefs.GetInt(prefName, 1) != 0;
Menu.SetChecked(menuItemName, setPrefsForUtilities);
if (!setPrefsForUtilities)
return;
OVRPlugin.SendEvent("BuildTarget", EditorUserBuildSettings.activeBuildTarget.ToString());
EnforceAndroidSettings();
EnforceInputManagerBindings();
#if UNITY_ANDROID
EnforceOSIG();
#endif
}
static void OnUpdate()
{
if (!setPrefsForUtilities)
return;
EnforceBundleId();
EnforceVRSupport();
EnforceInstallLocation();
}
static void EnforceAndroidSettings()
{
if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android)
return;
if (PlayerSettings.defaultInterfaceOrientation != UIOrientation.LandscapeLeft)
{
Debug.Log("OVREngineConfigurationUpdater: Setting orientation to Landscape Left");
// Default screen orientation must be set to landscape left.
PlayerSettings.defaultInterfaceOrientation = UIOrientation.LandscapeLeft;
}
if (!PlayerSettings.virtualRealitySupported)
{
// NOTE: This value should not affect the main window surface
// when Built-in VR support is enabled.
// NOTE: On Adreno Lollipop, it is an error to have antiAliasing set on the
// main window surface with front buffer rendering enabled. The view will
// render black.
// On Adreno KitKat, some tiling control modes will cause the view to render
// black.
if (QualitySettings.antiAliasing != 0 && QualitySettings.antiAliasing != 1)
{
Debug.Log("OVREngineConfigurationUpdater: Disabling antiAliasing");
QualitySettings.antiAliasing = 1;
}
}
if (QualitySettings.vSyncCount != 0)
{
Debug.Log("OVREngineConfigurationUpdater: Setting vsyncCount to 0");
// We sync in the TimeWarp, so we don't want unity syncing elsewhere.
QualitySettings.vSyncCount = 0;
}
}
static void EnforceVRSupport()
{
if (PlayerSettings.virtualRealitySupported)
return;
var mgrs = GameObject.FindObjectsOfType<OVRManager>();
for (int i = 0; i < mgrs.Length; ++i)
{
if (mgrs [i].isActiveAndEnabled)
{
Debug.Log ("Enabling Unity VR support");
PlayerSettings.virtualRealitySupported = true;
bool oculusFound = false;
#if UNITY_2017_2_OR_NEWER
foreach (var device in UnityEngine.XR.XRSettings.supportedDevices)
#else
foreach (var device in UnityEngine.VR.VRSettings.supportedDevices)
#endif
oculusFound |= (device == "Oculus");
if (!oculusFound)
Debug.LogError("Please add Oculus to the list of supported devices to use the Utilities.");
return;
}
}
}
private static void EnforceBundleId()
{
if (!PlayerSettings.virtualRealitySupported)
return;
if (PlayerSettings.applicationIdentifier == "" || PlayerSettings.applicationIdentifier == "com.Company.ProductName")
{
string defaultBundleId = "com.oculus.UnitySample";
Debug.LogWarning("\"" + PlayerSettings.applicationIdentifier + "\" is not a valid bundle identifier. Defaulting to \"" + defaultBundleId + "\".");
PlayerSettings.applicationIdentifier = defaultBundleId;
}
}
private static void EnforceInstallLocation()
{
if (PlayerSettings.Android.preferredInstallLocation != AndroidPreferredInstallLocation.Auto)
PlayerSettings.Android.preferredInstallLocation = AndroidPreferredInstallLocation.Auto;
}
private static void EnforceInputManagerBindings()
{
try
{
BindAxis(new Axis() { name = "Oculus_GearVR_LThumbstickX", axis = 0, });
BindAxis(new Axis() { name = "Oculus_GearVR_LThumbstickY", axis = 1, invert = true });
BindAxis(new Axis() { name = "Oculus_GearVR_RThumbstickX", axis = 2, });
BindAxis(new Axis() { name = "Oculus_GearVR_RThumbstickY", axis = 3, invert = true });
BindAxis(new Axis() { name = "Oculus_GearVR_DpadX", axis = 4, });
BindAxis(new Axis() { name = "Oculus_GearVR_DpadY", axis = 5, invert = true });
BindAxis(new Axis() { name = "Oculus_GearVR_LIndexTrigger", axis = 12, });
BindAxis(new Axis() { name = "Oculus_GearVR_RIndexTrigger", axis = 11, });
}
catch
{
Debug.LogError("Failed to apply Oculus GearVR input manager bindings.");
}
}
private static void EnforceOSIG()
{
// Don't bug the user in play mode.
if (Application.isPlaying)
return;
// Don't warn if the project may be set up for submission or global signing.
if (File.Exists(androidManifestPath))
return;
bool foundPossibleOsig = false;
if (Directory.Exists(androidAssetsPath))
{
var files = Directory.GetFiles(androidAssetsPath);
for (int i = 0; i < files.Length; ++i)
{
if (!files[i].Contains(".txt"))
{
foundPossibleOsig = true;
break;
}
}
}
if (!foundPossibleOsig)
Debug.LogWarning("Missing Gear VR OSIG at " + androidAssetsPath + ". Please see https://dashboard.oculus.com/tools/osig-generator");
}
private class Axis
{
public string name = String.Empty;
public string descriptiveName = String.Empty;
public string descriptiveNegativeName = String.Empty;
public string negativeButton = String.Empty;
public string positiveButton = String.Empty;
public string altNegativeButton = String.Empty;
public string altPositiveButton = String.Empty;
public float gravity = 0.0f;
public float dead = 0.001f;
public float sensitivity = 1.0f;
public bool snap = false;
public bool invert = false;
public int type = 2;
public int axis = 0;
public int joyNum = 0;
}
private static void BindAxis(Axis axis)
{
SerializedObject serializedObject = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0]);
SerializedProperty axesProperty = serializedObject.FindProperty("m_Axes");
SerializedProperty axisIter = axesProperty.Copy();
axisIter.Next(true);
axisIter.Next(true);
while (axisIter.Next(false))
{
if (axisIter.FindPropertyRelative("m_Name").stringValue == axis.name)
{
// Axis already exists. Don't create binding.
return;
}
}
axesProperty.arraySize++;
serializedObject.ApplyModifiedProperties();
SerializedProperty axisProperty = axesProperty.GetArrayElementAtIndex(axesProperty.arraySize - 1);
axisProperty.FindPropertyRelative("m_Name").stringValue = axis.name;
axisProperty.FindPropertyRelative("descriptiveName").stringValue = axis.descriptiveName;
axisProperty.FindPropertyRelative("descriptiveNegativeName").stringValue = axis.descriptiveNegativeName;
axisProperty.FindPropertyRelative("negativeButton").stringValue = axis.negativeButton;
axisProperty.FindPropertyRelative("positiveButton").stringValue = axis.positiveButton;
axisProperty.FindPropertyRelative("altNegativeButton").stringValue = axis.altNegativeButton;
axisProperty.FindPropertyRelative("altPositiveButton").stringValue = axis.altPositiveButton;
axisProperty.FindPropertyRelative("gravity").floatValue = axis.gravity;
axisProperty.FindPropertyRelative("dead").floatValue = axis.dead;
axisProperty.FindPropertyRelative("sensitivity").floatValue = axis.sensitivity;
axisProperty.FindPropertyRelative("snap").boolValue = axis.snap;
axisProperty.FindPropertyRelative("invert").boolValue = axis.invert;
axisProperty.FindPropertyRelative("type").intValue = axis.type;
axisProperty.FindPropertyRelative("axis").intValue = axis.axis;
axisProperty.FindPropertyRelative("joyNum").intValue = axis.joyNum;
serializedObject.ApplyModifiedProperties();
}
}

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using UnityEditor;
using UnityEngine;
[CustomPropertyDrawer(typeof(OVRLayerAttribute))]
class LayerAttributeEditor : PropertyDrawer {
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
// One line of oxygen free code.
property.intValue = EditorGUI.LayerField(position, label, property.intValue);
}
}

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using UnityEngine;
using UnityEditor;
using System.IO;
class OVRManifestPreprocessor
{
[MenuItem("Tools/Oculus/Create store-compatible AndroidManifest.xml", false, 100000)]
public static void GenerateManifestForSubmission()
{
var so = ScriptableObject.CreateInstance(typeof(OVRPluginUpdaterStub));
var script = MonoScript.FromScriptableObject(so);
string assetPath = AssetDatabase.GetAssetPath(script);
string editorDir = Directory.GetParent(assetPath).FullName;
string srcFile = editorDir + "/AndroidManifest.OVRSubmission.xml";
if (!File.Exists(srcFile))
{
Debug.LogError("Cannot find Android manifest template for submission." +
" Please delete the OVR folder and reimport the Oculus Utilities.");
return;
}
string manifestFolder = Application.dataPath + "/Plugins/Android";
if (!Directory.Exists(manifestFolder))
Directory.CreateDirectory(manifestFolder);
string dstFile = manifestFolder + "/AndroidManifest.xml";
if (File.Exists(dstFile))
{
Debug.LogWarning("Cannot create Oculus store-compatible manifest due to conflicting file: \""
+ dstFile + "\". Please remove it and try again.");
return;
}
File.Copy(srcFile, dstFile);
AssetDatabase.Refresh();
}
[MenuItem("Tools/Oculus/Remove AndroidManifest.xml")]
public static void RemoveAndroidManifest()
{
AssetDatabase.DeleteAsset("Assets/Plugins/Android/AndroidManifest.xml");
AssetDatabase.Refresh();
}
}

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/************************************************************************************
Copyright : Copyright 2017 Oculus VR, LLC. All Rights reserved.
Licensed under the Oculus VR Rift SDK License Version 3.4.1 (the "License");
you may not use the Oculus VR Rift 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/sdk-3.4.1
Unless required by applicable law or agreed to in writing, the Oculus VR 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 UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using System.IO;
using System.Diagnostics;
[InitializeOnLoad]
class OVRPluginUpdater
{
class PluginPackage
{
public string RootPath;
public System.Version Version;
public Dictionary<BuildTarget, string> Plugins = new Dictionary<BuildTarget, string>();
public bool IsBundledPluginPackage()
{
return (RootPath == GetBundledPluginRootPath());
}
public bool IsEnabled()
{
// TODO: Check each individual platform rather than using the Win64 DLL status for the overall package status.
string win64PluginPath = "";
if (Plugins.TryGetValue(BuildTarget.StandaloneWindows64, out win64PluginPath))
{
return File.Exists(win64PluginPath);
}
return false;
}
}
static OVRPluginUpdater()
{
EditorApplication.delayCall += OnDelayCall;
}
static void OnDelayCall()
{
if (ShouldAttemptPluginUpdate())
{
AttemptPluginUpdate(true);
}
}
private static PluginPackage GetPluginPackage(string rootPath)
{
return new PluginPackage()
{
RootPath = rootPath,
Version = GetPluginVersion(rootPath),
Plugins = new Dictionary<BuildTarget, string>()
{
{ BuildTarget.Android, rootPath + GetPluginBuildTargetSubPath(BuildTarget.Android) },
#if UNITY_2017_3_OR_NEWER
{ BuildTarget.StandaloneOSX, rootPath + GetPluginBuildTargetSubPath(BuildTarget.StandaloneOSX) },
#else
{ BuildTarget.StandaloneOSXUniversal, rootPath + GetPluginBuildTargetSubPath(BuildTarget.StandaloneOSXUniversal) },
#endif
{ BuildTarget.StandaloneWindows, rootPath + GetPluginBuildTargetSubPath(BuildTarget.StandaloneWindows) },
{ BuildTarget.StandaloneWindows64, rootPath + GetPluginBuildTargetSubPath(BuildTarget.StandaloneWindows64) },
}
};
}
private static PluginPackage GetBundledPluginPackage()
{
return GetPluginPackage(GetBundledPluginRootPath());
}
private static List<PluginPackage> GetAllUtilitiesPluginPackages()
{
string pluginRootPath = GetUtilitiesPluginRootPath();
List<PluginPackage> packages = new List<PluginPackage>();
if (Directory.Exists(pluginRootPath))
{
var dirs = Directory.GetDirectories(pluginRootPath);
foreach(string dir in dirs)
{
packages.Add(GetPluginPackage(dir));
}
}
return packages;
}
private static string GetCurrentProjectPath()
{
return Directory.GetParent(Application.dataPath).FullName;
}
private static string GetUtilitiesPluginRootPath()
{
return GetUtilitiesRootPath() + @"/Plugins";
}
private static string GetUtilitiesRootPath()
{
var so = ScriptableObject.CreateInstance(typeof(OVRPluginUpdaterStub));
var script = MonoScript.FromScriptableObject(so);
string assetPath = AssetDatabase.GetAssetPath(script);
string editorDir = Directory.GetParent(assetPath).FullName;
string ovrDir = Directory.GetParent(editorDir).FullName;
return ovrDir;
}
private static string GetBundledPluginRootPath()
{
string basePath = EditorApplication.applicationContentsPath;
string pluginPath = @"/UnityExtensions/Unity/VR";
return basePath + pluginPath;
}
private static string GetPluginBuildTargetSubPath(BuildTarget target)
{
string path = string.Empty;
switch (target)
{
case BuildTarget.Android:
path = @"/Android/OVRPlugin.aar";
break;
#if UNITY_2017_3_OR_NEWER
case BuildTarget.StandaloneOSX:
#else
case BuildTarget.StandaloneOSXUniversal:
#endif
path = @"/OSXUniversal/OVRPlugin.bundle";
break;
case BuildTarget.StandaloneWindows:
path = @"/Win/OVRPlugin.dll";
break;
case BuildTarget.StandaloneWindows64:
path = @"/Win64/OVRPlugin.dll";
break;
default:
throw new ArgumentException("Attempted GetPluginBuildTargetSubPath() for unsupported BuildTarget: " + target);
}
return path;
}
private static string GetDisabledPluginSuffix()
{
return @".disabled";
}
private static System.Version GetPluginVersion(string path)
{
System.Version invalidVersion = new System.Version("0.0.0");
System.Version pluginVersion = invalidVersion;
try
{
pluginVersion = new System.Version(Path.GetFileName(path));
}
catch
{
pluginVersion = invalidVersion;
}
if (pluginVersion == invalidVersion)
{
//Unable to determine version from path, fallback to Win64 DLL meta data
path += GetPluginBuildTargetSubPath(BuildTarget.StandaloneWindows64);
if (!File.Exists(path))
{
path += GetDisabledPluginSuffix();
if (!File.Exists(path))
{
return invalidVersion;
}
}
FileVersionInfo pluginVersionInfo = FileVersionInfo.GetVersionInfo(path);
if (pluginVersionInfo == null || pluginVersionInfo.ProductVersion == null || pluginVersionInfo.ProductVersion == "")
{
return invalidVersion;
}
pluginVersion = new System.Version(pluginVersionInfo.ProductVersion);
}
return pluginVersion;
}
private static bool ShouldAttemptPluginUpdate()
{
return autoUpdateEnabled && !restartPending && !Application.isPlaying;
}
private static void DisableAllUtilitiesPluginPackages()
{
List<PluginPackage> allUtilsPluginPkgs = GetAllUtilitiesPluginPackages();
foreach(PluginPackage pluginPkg in allUtilsPluginPkgs)
{
foreach(string path in pluginPkg.Plugins.Values)
{
if ((Directory.Exists(path)) || (File.Exists(path)))
{
string basePath = GetCurrentProjectPath();
string relPath = path.Substring(basePath.Length + 1);
AssetDatabase.MoveAsset(relPath, relPath + GetDisabledPluginSuffix());
AssetDatabase.ImportAsset(relPath + GetDisabledPluginSuffix(), ImportAssetOptions.ForceUpdate);
}
}
}
AssetDatabase.Refresh();
AssetDatabase.SaveAssets();
}
private static void EnablePluginPackage(PluginPackage pluginPkg)
{
foreach(var kvp in pluginPkg.Plugins)
{
BuildTarget platform = kvp.Key;
string path = kvp.Value;
if ((Directory.Exists(path + GetDisabledPluginSuffix())) || (File.Exists(path + GetDisabledPluginSuffix())))
{
string basePath = GetCurrentProjectPath();
string relPath = path.Substring(basePath.Length + 1);
AssetDatabase.MoveAsset(relPath + GetDisabledPluginSuffix(), relPath);
AssetDatabase.ImportAsset(relPath, ImportAssetOptions.ForceUpdate);
PluginImporter pi = PluginImporter.GetAtPath(relPath) as PluginImporter;
if (pi == null)
{
continue;
}
pi.SetCompatibleWithAnyPlatform(false);
switch (platform)
{
case BuildTarget.Android:
pi.SetCompatibleWithPlatform(BuildTarget.Android, true);
pi.SetPlatformData(BuildTarget.Android, "CPU", "ARMv7");
#if UNITY_2017_3_OR_NEWER
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSX, false);
#else
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSXUniversal, false);
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSXIntel, false);
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSXIntel64, false);
#endif
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneWindows, false);
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneWindows64, false);
pi.SetCompatibleWithEditor(false);
break;
#if UNITY_2017_3_OR_NEWER
case BuildTarget.StandaloneOSX:
#else
case BuildTarget.StandaloneOSXUniversal:
#endif
pi.SetCompatibleWithPlatform(BuildTarget.Android, false);
pi.SetPlatformData(BuildTarget.Android, "CPU", "ARMv7");
#if UNITY_2017_3_OR_NEWER
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSX, true);
#else
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSXUniversal, true);
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSXIntel, true);
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSXIntel64, true);
#endif
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneWindows, false);
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneWindows64, false);
pi.SetCompatibleWithEditor(true);
pi.SetEditorData("CPU", "AnyCPU");
pi.SetEditorData("OS", "OSX");
pi.SetPlatformData("Editor", "CPU", "AnyCPU");
pi.SetPlatformData("Editor", "OS", "OSX");
break;
case BuildTarget.StandaloneWindows:
pi.SetCompatibleWithPlatform(BuildTarget.Android, false);
pi.SetPlatformData(BuildTarget.Android, "CPU", "ARMv7");
#if UNITY_2017_3_OR_NEWER
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSX, false);
#else
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSXUniversal, false);
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSXIntel, false);
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSXIntel64, false);
#endif
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneWindows, true);
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneWindows64, false);
pi.SetCompatibleWithEditor(true);
pi.SetEditorData("CPU", "X86");
pi.SetEditorData("OS", "Windows");
pi.SetPlatformData("Editor", "CPU", "X86");
pi.SetPlatformData("Editor", "OS", "Windows");
break;
case BuildTarget.StandaloneWindows64:
pi.SetCompatibleWithPlatform(BuildTarget.Android, false);
pi.SetPlatformData(BuildTarget.Android, "CPU", "ARMv7");
#if UNITY_2017_3_OR_NEWER
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSX, false);
#else
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSXUniversal, false);
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSXIntel, false);
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSXIntel64, false);
#endif
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneWindows, false);
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneWindows64, true);
pi.SetCompatibleWithEditor(true);
pi.SetEditorData("CPU", "X86_64");
pi.SetEditorData("OS", "Windows");
pi.SetPlatformData("Editor", "CPU", "X86_64");
pi.SetPlatformData("Editor", "OS", "Windows");
break;
default:
throw new ArgumentException("Attempted EnablePluginPackage() for unsupported BuildTarget: " + platform);
}
AssetDatabase.ImportAsset(relPath, ImportAssetOptions.ForceUpdate);
}
}
AssetDatabase.Refresh();
AssetDatabase.SaveAssets();
}
private static bool restartPending = false;
private static readonly string autoUpdateEnabledKey = "Oculus_Utilities_OVRPluginUpdater_AutoUpdate_" + OVRManager.utilitiesVersion;
private static bool autoUpdateEnabled
{
get {
return PlayerPrefs.GetInt(autoUpdateEnabledKey, 1) == 1;
}
set {
PlayerPrefs.SetInt(autoUpdateEnabledKey, value ? 1 : 0);
}
}
[MenuItem("Tools/Oculus/Disable OVR Utilities Plugin")]
private static void AttemptPluginDisable()
{
PluginPackage bundledPluginPkg = GetBundledPluginPackage();
List<PluginPackage> allUtilsPluginPkgs = GetAllUtilitiesPluginPackages();
PluginPackage enabledUtilsPluginPkg = null;
foreach(PluginPackage pluginPkg in allUtilsPluginPkgs)
{
if (pluginPkg.IsEnabled())
{
if ((enabledUtilsPluginPkg == null) || (pluginPkg.Version > enabledUtilsPluginPkg.Version))
{
enabledUtilsPluginPkg = pluginPkg;
}
}
}
if (enabledUtilsPluginPkg == null)
{
if (EditorUtility.DisplayDialog("Disable Oculus Utilities Plugin", "The OVRPlugin included with Oculus Utilities is already disabled. The OVRPlugin bundled with the Unity Editor will continue to be used.\n\nBundled version: " + bundledPluginPkg.Version, "Ok", ""))
{
return;
}
}
else
{
if (EditorUtility.DisplayDialog("Disable Oculus Utilities Plugin", "Do you want to disable the OVRPlugin included with Oculus Utilities and revert to the OVRPlugin bundled with the Unity Editor?\n\nCurrent version: " + enabledUtilsPluginPkg.Version + "\nBundled version: " + bundledPluginPkg.Version, "Yes", "No"))
{
DisableAllUtilitiesPluginPackages();
if (EditorUtility.DisplayDialog("Restart Unity", "OVRPlugin has been updated to " + bundledPluginPkg.Version + ".\n\nPlease restart the Unity Editor to complete the update process. You may need to manually relaunch Unity if you are using Unity 5.6 and higher.", "Restart", "Not Now"))
{
RestartUnityEditor();
}
}
}
}
[MenuItem("Tools/Oculus/Update OVR Utilities Plugin")]
private static void RunPluginUpdate()
{
AttemptPluginUpdate(false);
}
private static void AttemptPluginUpdate(bool triggeredByAutoUpdate)
{
autoUpdateEnabled = true;
PluginPackage bundledPluginPkg = GetBundledPluginPackage();
List<PluginPackage> allUtilsPluginPkgs = GetAllUtilitiesPluginPackages();
PluginPackage enabledUtilsPluginPkg = null;
PluginPackage newestUtilsPluginPkg = null;
foreach(PluginPackage pluginPkg in allUtilsPluginPkgs)
{
if ((newestUtilsPluginPkg == null) || (pluginPkg.Version > newestUtilsPluginPkg.Version))
{
newestUtilsPluginPkg = pluginPkg;
}
if (pluginPkg.IsEnabled())
{
if ((enabledUtilsPluginPkg == null) || (pluginPkg.Version > enabledUtilsPluginPkg.Version))
{
enabledUtilsPluginPkg = pluginPkg;
}
}
}
PluginPackage targetPluginPkg = null;
if ((newestUtilsPluginPkg != null) && (newestUtilsPluginPkg.Version > bundledPluginPkg.Version))
{
if ((enabledUtilsPluginPkg == null) || (enabledUtilsPluginPkg.Version != newestUtilsPluginPkg.Version))
{
targetPluginPkg = newestUtilsPluginPkg;
}
}
else if ((enabledUtilsPluginPkg != null) && (enabledUtilsPluginPkg.Version < bundledPluginPkg.Version))
{
targetPluginPkg = bundledPluginPkg;
}
System.Version currentVersion = (enabledUtilsPluginPkg != null) ? enabledUtilsPluginPkg.Version : bundledPluginPkg.Version;
if (targetPluginPkg == null)
{
if (!triggeredByAutoUpdate)
{
EditorUtility.DisplayDialog("Update Oculus Utilities Plugin", "OVRPlugin is already up to date.\n\nCurrent version: " + currentVersion + "\nBundled version: " + bundledPluginPkg.Version, "Ok", "");
}
return; // No update necessary.
}
System.Version targetVersion = targetPluginPkg.Version;
int dialogResult = EditorUtility.DisplayDialogComplex("Update Oculus Utilities Plugin", "Oculus Utilities has detected that a newer OVRPlugin is available. Using the newest version is recommended. Do you want to enable it?\n\nCurrent version: " + currentVersion + "\nAvailable version: " + targetVersion, "Yes", "No, Don't Ask Again", "No");
bool userAcceptsUpdate = false;
switch (dialogResult)
{
case 0: // "Yes"
userAcceptsUpdate = true;
break;
case 1: // "No, Don't Ask Again"
autoUpdateEnabled = false;
EditorUtility.DisplayDialog("Oculus Utilities OVRPlugin", "To manually update in the future, use the following menu option:\n\n[Tools -> Oculus -> Update OVR Utilities Plugin]", "Ok", "");
return;
case 2: // "No"
return;
}
if (userAcceptsUpdate)
{
DisableAllUtilitiesPluginPackages();
if (!targetPluginPkg.IsBundledPluginPackage())
{
EnablePluginPackage(targetPluginPkg);
}
if (EditorUtility.DisplayDialog("Restart Unity", "OVRPlugin has been updated to " + targetPluginPkg.Version + ".\n\nPlease restart the Unity Editor to complete the update process. You may need to manually relaunch Unity if you are using Unity 5.6 and higher.", "Restart", "Not Now"))
{
RestartUnityEditor();
}
}
}
private static void RestartUnityEditor()
{
restartPending = true;
EditorApplication.OpenProject(GetCurrentProjectPath());
}
}

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/************************************************************************************
Copyright : Copyright 2017 Oculus VR, LLC. All Rights reserved.
Licensed under the Oculus VR Rift SDK License Version 3.4.1 (the "License");
you may not use the Oculus VR Rift 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/sdk-3.4.1
Unless required by applicable law or agreed to in writing, the Oculus VR 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 UnityEngine;
using System.Collections;
public class OVRPluginUpdaterStub : ScriptableObject
{
// Stub helper class to locate OVR Utilities Path through Unity Editor API.
// Required to be a standalone class in a separate file or else MonoScript.FromScriptableObject() returns an empty string path.
}

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using UnityEngine;
using UnityEditor;
using System.IO;
/// <summary>
/// From the selected transform, takes a cubemap screenshot that can be submitted with the application
/// as a screenshot (or additionally used for reflection shaders).
/// </summary>
class OVRScreenshotWizard : ScriptableWizard
{
public enum TexFormat
{
JPEG, // 512kb at 1k x 1k resolution vs
PNG, // 5.3mb
}
public enum SaveMode {
SaveCubemapScreenshot,
SaveUnityCubemap,
SaveBoth,
}
public GameObject renderFrom = null;
public int size = 2048;
public SaveMode saveMode = SaveMode.SaveUnityCubemap;
public string cubeMapFolder = "Assets/Textures/Cubemaps";
public TexFormat textureFormat = TexFormat.PNG;
/// <summary>
/// Validates the user's input
/// </summary>
void OnWizardUpdate()
{
helpString = "Select a game object positioned in the place where\nyou want to render the cubemap screenshot from: ";
isValid = (renderFrom != null);
}
/// <summary>
/// Create the asset path if it is not available.
/// Assuming the newFolderPath is stated with "Assets", which is a requirement.
/// </summary>
static bool CreateAssetPath( string newFolderPath )
{
const int maxFoldersCount = 32;
string currentPath;
string[] pathFolders;
pathFolders = newFolderPath.Split (new char[]{ '/' }, maxFoldersCount);
if (!string.Equals ("Assets", pathFolders [0], System.StringComparison.OrdinalIgnoreCase))
{
Debug.LogError( "Folder path has to be started with \" Assets \" " );
return false;
}
currentPath = "Assets";
for (int i = 1; i < pathFolders.Length; i++)
{
if (!string.IsNullOrEmpty(pathFolders[i]))
{
string newPath = currentPath + "/" + pathFolders[i];
if (!AssetDatabase.IsValidFolder(newPath))
AssetDatabase.CreateFolder(currentPath, pathFolders[i]);
currentPath = newPath;
}
}
Debug.Log( "Created path: " + currentPath );
return true;
}
/// <summary>
/// Renders the cubemap
/// </summary>
void OnWizardCreate()
{
if ( !AssetDatabase.IsValidFolder( cubeMapFolder ) )
{
if (!CreateAssetPath(cubeMapFolder))
{
Debug.LogError( "Created path failed: " + cubeMapFolder );
return;
}
}
bool existingCamera = true;
bool existingCameraStateSave = true;
Camera camera = renderFrom.GetComponent<Camera>();
if (camera == null)
{
camera = renderFrom.AddComponent<Camera>();
camera.farClipPlane = 10000f;
existingCamera = false;
}
else
{
existingCameraStateSave = camera.enabled;
camera.enabled = true;
}
// find the last screenshot saved
if (cubeMapFolder[cubeMapFolder.Length-1] != '/')
{
cubeMapFolder += "/";
}
int idx = 0;
string[] fileNames = Directory.GetFiles(cubeMapFolder);
foreach(string fileName in fileNames)
{
if (!fileName.ToLower().EndsWith(".cubemap"))
{
continue;
}
string temp = fileName.Replace(cubeMapFolder + "vr_screenshot_", string.Empty);
temp = temp.Replace(".cubemap", string.Empty);
int tempIdx = 0;
if (int.TryParse( temp, out tempIdx ))
{
if (tempIdx > idx)
{
idx = tempIdx;
}
}
}
string pathName = string.Format("{0}vr_screenshot_{1}.cubemap", cubeMapFolder, (++idx).ToString("d2"));
Cubemap cubemap = new Cubemap(size, TextureFormat.RGB24, false);
// render into cubemap
if ((camera != null) && (cubemap != null))
{
// set up cubemap defaults
OVRCubemapCapture.RenderIntoCubemap(camera, cubemap);
if (existingCamera)
{
camera.enabled = existingCameraStateSave;
}
else
{
DestroyImmediate(camera);
}
// generate a regular texture as well?
if ( ( saveMode == SaveMode.SaveCubemapScreenshot ) || ( saveMode == SaveMode.SaveBoth ) )
{
GenerateTexture(cubemap, pathName);
}
if ( ( saveMode == SaveMode.SaveUnityCubemap ) || ( saveMode == SaveMode.SaveBoth ) )
{
Debug.Log( "Saving: " + pathName );
// by default the unity cubemap isn't saved
AssetDatabase.CreateAsset( cubemap, pathName );
// reimport as necessary
AssetDatabase.SaveAssets();
// select it in the project tree so developers can find it
EditorGUIUtility.PingObject( cubemap );
Selection.activeObject = cubemap;
}
AssetDatabase.Refresh();
}
}
/// <summary>
/// Generates a NPOT 6x1 cubemap in the following format PX NX PY NY PZ NZ
/// </summary>
void GenerateTexture(Cubemap cubemap, string pathName)
{
// Encode the texture and save it to disk
pathName = pathName.Replace(".cubemap", (textureFormat == TexFormat.PNG) ? ".png" : ".jpg" ).ToLower();
pathName = pathName.Replace( cubeMapFolder.ToLower(), "" );
string format = textureFormat.ToString();
string fullPath = EditorUtility.SaveFilePanel( string.Format( "Save Cubemap Screenshot as {0}", format ), "", pathName, format.ToLower() );
if ( !string.IsNullOrEmpty( fullPath ) )
{
Debug.Log( "Saving: " + fullPath );
OVRCubemapCapture.SaveCubemapCapture(cubemap, fullPath);
}
}
/// <summary>
/// Unity Editor menu option to take a screenshot
/// </summary>
[MenuItem("Tools/Oculus/OVR Screenshot Wizard",false,100000)]
static void TakeOVRScreenshot()
{
OVRScreenshotWizard wizard = ScriptableWizard.DisplayWizard<OVRScreenshotWizard>("OVR Screenshot Wizard", "Render Cubemap");
if (wizard != null)
{
if (Selection.activeGameObject != null)
wizard.renderFrom = Selection.activeGameObject;
else
wizard.renderFrom = Camera.main.gameObject;
wizard.isValid = (wizard.renderFrom != null);
}
}
}

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Shader "Oculus/Cubemap Blit" {
Properties{
_MainTex("Base (RGB) Trans (A)", CUBE) = "white" {}
_face("Face", Int) = 0
_linearToSrgb("Perform linear-to-gamma conversion", Int) = 0
_premultiply("Cubemap Blit", Int) = 0
}
SubShader{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Pass{
ZWrite Off
ColorMask RGBA
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
half3 cubedir : TEXCOORD0;
};
samplerCUBE _MainTex;
float4 _MainTex_ST;
int _face;
int _linearToSrgb;
int _premultiply;
v2f vert (appdata_t va)
{
v2f vo;
vo.vertex = UnityObjectToClipPos(va.vertex);
//Face bases, assuming +x, -x, +z, -z, +y, -y with origin at bottom-left.
float3 o[6] = { {1.0, -1.0, 1.0}, {-1.0, -1.0, -1.0}, {-1.0, 1.0, 1.0}, {-1.0, -1.0, -1.0}, {-1.0, -1.0, 1.0}, { 1.0, -1.0, -1.0} };
float3 u[6] = { {0.0, 0.0, -1.0}, { 0.0, 0.0, 1.0}, { 1.0, 0.0, 0.0}, { 1.0, 0.0, 0.0}, { 1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0} };
float3 v[6] = { {0.0, 1.0, 0.0}, { 0.0, 1.0, 0.0}, { 0.0, 0.0, -1.0}, { 0.0, 0.0, 1.0}, { 0.0, 1.0, 0.0}, { 0.0, 1.0, 0.0} };
//Map the input UV to the corresponding face basis.
vo.cubedir = o[_face] + 2.0*va.texcoord.x * u[_face] + 2.0*(1.0 - va.texcoord.y) * v[_face];
return vo;
}
fixed4 frag (v2f vi) : COLOR
{
fixed4 col = texCUBE(_MainTex, vi.cubedir);
if (_linearToSrgb)
{
float3 S1 = sqrt(col.rgb);
float3 S2 = sqrt(S1);
float3 S3 = sqrt(S2);
col.rgb = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * col.rgb;
}
if (_premultiply)
col.rgb *= col.a;
return col;
}
ENDCG
}
}
}

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Shader "Oculus/OVRMRCameraFrame"
{
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Main Texture", 2D) = "white" {}
_Visible("Visible", Range(0.0,1.0)) = 1.0
_ChromaAlphaCutoff("ChromaAlphaCutoff", Range(0.0,1.0)) = 0.01
_ChromaToleranceA("ChromaToleranceA", Range(0.0,50.0)) = 20.0
_ChromaToleranceB("ChromaToleranceB", Range(0.0,50.0)) = 15.0
_ChromaShadows("ChromaShadows", Range(0.0,1.0)) = 0.02
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
AlphaTest Greater .01
Fog{ Mode Off }
LOD 100
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "OVRMRChromaKey.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _MaskTex;
float4 _TextureDimension; // (w, h, 1/w, 1/h)
fixed4 _Color;
fixed _Visible;
float4 _FlipParams; // (flip_h, flip_v, 0, 0)
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.vertex *= _Visible;
o.texcoord = TRANSFORM_TEX(float2(v.texcoord.x, 1.0-v.texcoord.y), _MainTex);
return o;
}
fixed GetMask(float2 uv)
{
return tex2D(_MaskTex, uv).r;
}
fixed4 GetCameraColor(float2 colorUV)
{
fixed4 c = tex2D(_MainTex, colorUV) * _Color;
return c;
}
fixed4 frag (v2f i) : SV_Target
{
float2 colorUV = i.texcoord;
if (_FlipParams.x > 0.0)
{
colorUV.x = 1.0 - colorUV.x;
}
if (_FlipParams.y > 0.0)
{
colorUV.y = 1.0 - colorUV.y;
}
float mask = GetMask(float2(colorUV.x, 1.0 - colorUV.y));
if (mask == 0.0)
{
discard;
}
float4 col = GetColorAfterChromaKey(colorUV, _TextureDimension.zw, 1.0);
if (col.a < 0.0)
{
discard;
}
return col;
}
ENDCG
}
}
}

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ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "Oculus/OVRMRCameraFrameLit" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_DepthTex("Depth (cm)", 2D) = "black" {}
_InconfidenceTex("Inconfidence (0-100)", 2D) = "black" {}
_Visible("Visible", Range(0.0,1.0)) = 1.0
}
SubShader{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert alpha:fade
#pragma target 3.0
#include "OVRMRChromaKey.cginc"
#define TEST_ENVIRONMENT 0
sampler2D _MainTex;
sampler2D _DepthTex;
sampler2D _MaskTex;
float4 _TextureDimension; // (w, h, 1/w, 1/h)
float4 _TextureWorldSize; // (width_in_meter, height_in_meter, 0, 0)
float _SmoothFactor;
float _DepthVariationClamp;
float _CullingDistance;
struct Input {
#if TEST_ENVIRONMENT
float2 uv_MainTex;
#endif
float4 screenPos;
};
fixed4 _Color;
fixed _Visible;
float4 _FlipParams; // (flip_h, flip_v, 0, 0)
fixed GetMask(float2 uv)
{
return tex2D(_MaskTex, uv).r;
}
fixed4 GetCameraColor(float2 colorUV)
{
fixed4 c = tex2D(_MainTex, colorUV) * _Color;
return c;
}
float GetDepth(float2 uv)
{
float depth = tex2D(_DepthTex, uv).x * 1.0 / 100;
return depth;
}
float3 GetNormal(float2 uv)
{
float dz_x = GetDepth(uv + float2(_TextureDimension.z, 0)) - GetDepth(uv - float2(_TextureDimension.z, 0));
float dz_y = GetDepth(uv + float2(0, _TextureDimension.w)) - GetDepth(uv - float2(0, _TextureDimension.w));
dz_x = clamp(dz_x, -_DepthVariationClamp, _DepthVariationClamp);
dz_y = clamp(dz_y, -_DepthVariationClamp, _DepthVariationClamp);
//float dist = 0.01;
//float3 normal = cross(float3(dist, 0, dz_x), float3(0, dist, dz_y));
float3 normal = cross(float3(_TextureWorldSize.x * _TextureDimension.z * 2.0 * _SmoothFactor, 0, dz_x), float3(0, _TextureWorldSize.y * _TextureDimension.w * 2.0 * _SmoothFactor, dz_y));
normal = normalize(normal);
return normal;
}
void surf(Input IN, inout SurfaceOutput o) {
#if TEST_ENVIRONMENT
float2 colorUV = float2(IN.uv_MainTex.x, IN.uv_MainTex.y);
#else
float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
float2 colorUV = float2(screenUV.x, 1.0 - screenUV.y);
#endif
if (_FlipParams.x > 0.0)
{
colorUV.x = 1.0 - colorUV.x;
}
if (_FlipParams.y > 0.0)
{
colorUV.y = 1.0 - colorUV.y;
}
float mask = GetMask(colorUV);
if (mask == 0.0)
{
discard;
}
float4 col = GetColorAfterChromaKey(colorUV, _TextureDimension.zw, 1.0);
if (col.a < 0.0)
{
discard;
}
float depth = GetDepth(colorUV);
if (depth > _CullingDistance)
{
discard;
}
float3 normal = GetNormal(colorUV);
o.Albedo = col.rgb;
o.Normal = normal;
o.Alpha = col.a *_Visible;
}
ENDCG
}
FallBack "Alpha-Diffuse"
}

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fileFormatVersion: 2
guid: a8577c885e80d8043946ac5b7abcf9a1
timeCreated: 1497574409
licenseType: Pro
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defaultTextures: []
userData:
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fixed4 _ChromaKeyColor;
float _ChromaKeySimilarity;
float _ChromaKeySmoothRange;
float _ChromaKeySpillRange;
// https://en.wikipedia.org/wiki/YUV
float3 RGB2YUV(float3 rgb)
{
float r = rgb.x;
float g = rgb.y;
float b = rgb.z;
float y = 0.2126 * r + 0.7152 * g + 0.0722 * b;
float u = -0.09991 * r - 0.33609 * g + 0.436 * b;
float v = 0.615 * r - 0.55861 * g - 0.05639 * b;
return float3(y, u, v);
}
float3 YUV2RGB(float3 yuv)
{
float y = yuv.x;
float u = yuv.y;
float v = yuv.z;
float r = y + 1.28033 * v;
float g = y - 0.21482 * u - 0.38059 * v;
float b = y + 2.12798 * u;
return float3(r, g, b);
}
fixed4 GetCameraColor(float2 colorUV);
float ColorDistance_YUV_YUV(float3 yuv1, float3 yuv2)
{
float dist = distance(yuv1.yz, yuv2.yz);
// Increase the distance if the brightness of the first color is too high.
// It fixed the error on the over exposure areas
dist += saturate(yuv1.x - 0.9);
return dist;
}
float ColorDistance_RGB_YUV(float3 rgb1, float3 yuv2)
{
float3 yuv1 = RGB2YUV(rgb1);
return ColorDistance_YUV_YUV(yuv1, yuv2);
}
float ColorDistance_RGB_RGB(float3 rgb1, float3 rgb2)
{
float3 yuv1 = RGB2YUV(rgb1);
float3 yuv2 = RGB2YUV(rgb2);
return ColorDistance_YUV_YUV(yuv1, yuv2);
}
float RGB2Gray(float3 rgb)
{
float r = rgb.x;
float g = rgb.y;
float b = rgb.z;
float y = 0.2126 * r + 0.7152 * g + 0.0722 * b;
return y;
}
float GetAlphaFromDistance(float dist)
{
float result = smoothstep(_ChromaKeySimilarity, _ChromaKeySimilarity + _ChromaKeySmoothRange, dist);
result = result * result;
return result;
}
float GetSpillFromDistance(float dist)
{
float result = smoothstep(_ChromaKeySimilarity, _ChromaKeySimilarity + _ChromaKeySpillRange, dist);
result = result * result * result;
return result;
}
float4 GetColorAfterChromaKey(float2 UV, float2 deltaUV, float step)
{
float3 chromaColor = _ChromaKeyColor.rgb;
float3 chromaYUV = RGB2YUV(chromaColor);
float dist = 0.0;
const int samples = 3;
float offset = ((float)samples - 1.0) / 2.0;
for (int i = 0; i < samples; ++i)
{
for (int j = 0; j < samples; ++j)
{
fixed4 color = GetCameraColor(UV + float2((float)i - offset, (float)j - offset) * deltaUV * step);
float d = ColorDistance_RGB_YUV(color, chromaYUV);
dist += d;
}
}
dist /= (samples * samples);
fixed4 centerColor = GetCameraColor(UV);
float alpha = GetAlphaFromDistance(dist);
float spill = GetSpillFromDistance(dist);
float gray = RGB2Gray(centerColor.rgb);
float4 outColor;
outColor.rgb = lerp(float3(gray, gray, gray), centerColor.rgb, spill);
outColor.a = alpha;
return outColor;
}

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fileFormatVersion: 2
guid: 680577023e93e564c9b00f18b0164afa
timeCreated: 1503944830
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
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Shader "Oculus/OVRMRClipPlane"
{
Properties
{
_Color("Chroma Key Color", Color) = (0,1,0,1)
_Visible("Visible", Range(0.0,1.0)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
fixed4 _Color;
fixed _Visible;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.vertex *= _Visible;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = _Color;
return col;
}
ENDCG
}
}
}

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fileFormatVersion: 2
guid: 2ab721dccaa7e6f4693cedd904dfdcac
timeCreated: 1494743027
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
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Shader "Oculus/Unlit" {
Properties{
_Color("Main Color", Color) = (1,1,1,1)
}
SubShader{
Tags{ "RenderType" = "Opaque" }
LOD 100
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
};
struct v2f {
float4 vertex : SV_POSITION;
UNITY_FOG_COORDS(0)
};
fixed4 _Color;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : COLOR
{
fixed4 col = _Color;
UNITY_APPLY_FOG(i.fogCoord, col);
UNITY_OPAQUE_ALPHA(col.a);
return col;
}
ENDCG
}
}
}

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fileFormatVersion: 2
guid: 9aa46566e1d86644c9a55e3037e935f6
timeCreated: 1504826310
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "Oculus/UnlitTransparent" {
Properties{
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}

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fileFormatVersion: 2
guid: 38ad33c152e32ee46a9bbbb0e656f7e1
timeCreated: 1504826310
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
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Shader "Oculus/Texture2D Blit" {
Properties{
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
_linearToSrgb("Perform linear-to-gamma conversion", Int) = 0
_premultiply("Pre-multiply alpha", Int) = 0
}
SubShader{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Pass{
ZWrite Off
ColorMask RGBA
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
int _linearToSrgb;
int _premultiply;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 col = tex2D(_MainTex, i.texcoord);
if (_linearToSrgb)
{
float3 S1 = sqrt(col.rgb);
float3 S2 = sqrt(S1);
float3 S3 = sqrt(S2);
col.rgb = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * col.rgb;
}
if (_premultiply)
col.rgb *= col.a;
return col;
}
ENDCG
}
}
}

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fileFormatVersion: 2
guid: a31796e9e8816c7448b55d584c9417f1
timeCreated: 1498190241
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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/*
This shader is used to render the impostor while clearing out the alpha of the eye buffer
The important details here are:
- the use of the Geometry+1 queue to make sure the impostor is drawn after all other opaque objects but before alpha
- the keepalpha parameter that allow unity to actually write the alpha we return at the end of the shader.
*/
Shader "Oculus/Underlay Impostor" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
}
SubShader{
Tags { "Queue" = "Geometry+1" "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows keepalpha
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
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 = 0.f;
}
ENDCG
}
FallBack "Diffuse"
}

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fileFormatVersion: 2
guid: eaeac9ce83896a04691d2590189776f5
timeCreated: 1471282585
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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/*
Code for transparent object in front of the overlay
The keepalpha option is important to let unity maintain the alpha we return from the shader
*/
Shader "Oculus/Underlay Transparent Occluder" {
Properties{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
// extra pass that renders to depth buffer only
Pass{
ZWrite On
ColorMask 0
}
CGPROGRAM
#pragma surface surf Lambert keepalpha
fixed4 _Color;
struct Input {
float4 color : COLOR;
};
void surf(Input IN, inout SurfaceOutput o) {
o.Albedo = _Color.rgb;
o.Alpha = _Color.a;
}
ENDCG
}
Fallback "Transparent/VertexLit"
}

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