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author | tylermurphy534 <tylermurphy534@gmail.com> | 2022-11-06 15:12:42 -0500 |
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committer | tylermurphy534 <tylermurphy534@gmail.com> | 2022-11-06 15:12:42 -0500 |
commit | eb84bb298d2b95aec7b2ae12cbf25ac64f25379a (patch) | |
tree | efd616a157df06ab661c6d56651853431ac6b08b /VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes | |
download | unityprojects-eb84bb298d2b95aec7b2ae12cbf25ac64f25379a.tar.gz unityprojects-eb84bb298d2b95aec7b2ae12cbf25ac64f25379a.tar.bz2 unityprojects-eb84bb298d2b95aec7b2ae12cbf25ac64f25379a.zip |
move to self host
Diffstat (limited to 'VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes')
55 files changed, 6048 insertions, 0 deletions
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_PanosphereColorAnimated: 0 + - _PanospherePanAnimated: 0 + - _PanosphereTextureAnimated: 0 + - _Parallax: 0.02 + - _ParallaxBias: 0.42 + - _ParallaxBiasAnimated: 0 + - _ParallaxHeightMapAnimated: 0 + - _ParallaxHeightMapEnabled: 0 + - _ParallaxHeightMapEnabledAnimated: 0 + - _ParallaxHeightMapMaskAnimated: 0 + - _ParallaxHeightMapMaskPanAnimated: 0 + - _ParallaxHeightMapMaskUV: 0 + - _ParallaxHeightMapMaskUVAnimated: 0 + - _ParallaxHeightMapPanAnimated: 0 + - _ParallaxInternalHeightFromAlpha: 0 + - _ParallaxInternalHeightFromAlphaAnimated: 0 + - _ParallaxInternalHeightmapMode: 0 + - _ParallaxInternalHeightmapModeAnimated: 0 + - _ParallaxInternalIterations: 1 + - _ParallaxInternalIterationsAnimated: 0 + - _ParallaxInternalMapAnimated: 0 + - _ParallaxInternalMapEnabled: 0 + - _ParallaxInternalMapEnabledAnimated: 0 + - _ParallaxInternalMapMaskAnimated: 0 + - _ParallaxInternalMapMaskPanAnimated: 0 + - _ParallaxInternalMapMaskUV: 0 + - _ParallaxInternalMapMaskUVAnimated: 0 + - 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a: 0} + - _ShadowRim: {r: 1, g: 1, b: 1, a: 1} + - _TargetNormal: {r: 0, g: 0, b: -1, a: 0} + - _TargetPosition: {r: 0, g: 0, b: 0.37, a: 0} diff --git a/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Human_Basic/Human_Basic_XSToon.mat.meta b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Human_Basic/Human_Basic_XSToon.mat.meta new file mode 100644 index 00000000..cafa1ac3 --- /dev/null +++ b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Human_Basic/Human_Basic_XSToon.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 041da524b0ded9a4ebf1da4e070362d6 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/OldVersionCheck.cs b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/OldVersionCheck.cs new file mode 100644 index 00000000..36f6df01 --- /dev/null +++ b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/OldVersionCheck.cs @@ -0,0 +1,15 @@ +#if UNITY_EDITOR +using System.Collections; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +public static class OldVersionCheck { + [UnityEditor.Callbacks.DidReloadScripts] + public static void OnScriptsReloaded() { + if (System.IO.Directory.Exists(AssetDatabase.GUIDToAssetPath("66b81bbcb27723e4ea85b86918446223"))) { + EditorUtility.DisplayDialog("OLD VERSION DETECTED", "OLD INSTALL DETECTED! You must delete both DynamicPenetrationSystem and RalivDynamicPenetrationSystem folders and reimport the package!", "OK"); + } + } +} +#endif
\ No newline at end of file diff --git a/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/OldVersionCheck.cs.meta b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/OldVersionCheck.cs.meta new file mode 100644 index 00000000..21384683 --- /dev/null +++ b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/OldVersionCheck.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d6d719f7feb7a7a45ad7697d67669762 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Orifice.shader b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Orifice.shader new file mode 100644 index 00000000..a043e526 --- /dev/null +++ b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Orifice.shader @@ -0,0 +1,200 @@ +Shader "Raliv/Orifice" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Color("Color", Color) = (1,1,1,0) + _Metallic("Metallic", 2D) = "black" {} + _Smoothness("Smoothness", Range( 0 , 1)) = 1 + _BumpMap("Normal Map", 2D) = "bump" {} + _Emission("Emission", 2D) = "black" {} + _EmissionPower("EmissionPower", Range( 0 , 3)) = 1 + _Occlusion("Occlusion", 2D) = "white" {} + _OrificeData("OrificeData", 2D) = "white" {} + _EntryOpenDuration("Entry Trigger Duration", Range( 0 , 1)) = 0.1 + _Shape1Depth("Shape 1 Trigger Depth", Range( 0 , 5)) = 0.1 + _Shape1Duration("Shape 1 Trigger Duration", Range( 0 , 1)) = 0.1 + _Shape2Depth("Shape 2 Trigger Depth", Range( 0 , 5)) = 0.2 + _Shape2Duration("Shape 2 Trigger Duration", Range( 0 , 1)) = 0.1 + _Shape3Depth("Shape 3 Trigger Depth", Range( 0 , 5)) = 0.3 + _Shape3Duration("Shape 3 Trigger Duration", Range( 0 , 1)) = 0.1 + _BlendshapePower("Blend Shape Power", Range(0,5)) = 1 + _BlendshapeBadScaleFix("Blend Shape Bad Scale Fix", Range(1,100)) = 1 + [Header(Advanced)]_OrificeChannel("OrificeChannel Please Use 0", Float) = 0 + [Header(Toon Shading (Check to activate))]_CellShadingSharpness("Cell Shading Sharpness", Range( 0 , 1)) = 0 + _ToonSpecularSize("ToonSpecularSize", Range( 0 , 1)) = 0 + _ToonSpecularIntensity("ToonSpecularIntensity", Range( 0 , 1)) = 0 + [Toggle(_TOONSHADING_ON)] _ToonShading("Toon Shading", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } + Cull Back + CGPROGRAM + #include "UnityPBSLighting.cginc" + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #pragma target 3.0 + #pragma multi_compile __ _TOONSHADING_ON + #pragma surface surf StandardCustomLighting keepalpha noshadow vertex:vertexDataFunc + + struct appdata_full_custom + { + float4 vertex : POSITION; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 texcoord3 : TEXCOORD3; + fixed4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + uint vertexId : SV_VertexID; + }; + + struct Input + { + float2 uv_texcoord; + float3 worldNormal; + INTERNAL_DATA + float3 worldPos; + }; + + struct SurfaceOutputCustomLightingCustom + { + half3 Albedo; + half3 Normal; + half3 Emission; + half Metallic; + half Smoothness; + half Occlusion; + half Alpha; + Input SurfInput; + UnityGIInput GIData; + }; + + uniform sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float4 _Color; + uniform sampler2D _BumpMap; + uniform float4 _BumpMap_ST; + uniform sampler2D _Emission; + uniform float4 _Emission_ST; + uniform float _EmissionPower; + uniform sampler2D _Metallic; + uniform float4 _Metallic_ST; + uniform float _Smoothness; + uniform sampler2D _Occlusion; + uniform float4 _Occlusion_ST; + uniform float _CellShadingSharpness; + uniform float _ToonSpecularSize; + uniform float _ToonSpecularIntensity; + + #define RALIV_ORIFICE; + + #include "../Plugins/RalivDPS_Defines.cginc" + #include "../Plugins/RalivDPS_Functions.cginc" + + + void vertexDataFunc( inout appdata_full_custom v, out Input o ) { + UNITY_INITIALIZE_OUTPUT( Input, o ); + float3 normal = normalize( v.normal ); + float3 tangent = normalize( v.tangent.xyz ); + float3 binormal = normalize(cross( normal , tangent )); + OrificeReshape(v.vertex, v.normal, v.tangent.xyz, v.vertexId); + } + + inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) + { + UnityGIInput data = s.GIData; + Input i = s.SurfInput; + half4 c = 0; + SurfaceOutputStandard s393 = (SurfaceOutputStandard) 0; + float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode145 = tex2D( _MainTex, uv_MainTex ); + float4 temp_output_146_0 = ( tex2DNode145 * _Color ); + s393.Albedo = temp_output_146_0.rgb; + float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw; + float3 tex2DNode147 = UnpackNormal( tex2D( _BumpMap, uv_BumpMap ) ); + s393.Normal = WorldNormalVector( i , tex2DNode147 ); + float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw; + float4 tex2DNode283 = tex2D( _Emission, uv_Emission ); + s393.Emission = ( tex2DNode283 * _EmissionPower ).rgb; + float2 uv_Metallic = i.uv_texcoord * _Metallic_ST.xy + _Metallic_ST.zw; + float4 tex2DNode148 = tex2D( _Metallic, uv_Metallic ); + s393.Metallic = tex2DNode148.r; + s393.Smoothness = ( tex2DNode148.a * _Smoothness ); + float2 uv_Occlusion = i.uv_texcoord * _Occlusion_ST.xy + _Occlusion_ST.zw; + s393.Occlusion = tex2D( _Occlusion, uv_Occlusion ).r; + + data.light = gi.light; + + UnityGI gi393 = gi; + #ifdef UNITY_PASS_FORWARDBASE + Unity_GlossyEnvironmentData g393 = UnityGlossyEnvironmentSetup( s393.Smoothness, data.worldViewDir, s393.Normal, float3(0,0,0)); + gi393 = UnityGlobalIllumination( data, s393.Occlusion, s393.Normal, g393 ); + #endif + + float3 surfResult393 = LightingStandard ( s393, viewDir, gi393 ).rgb; + surfResult393 += s393.Emission; + + #ifdef UNITY_PASS_FORWARDADD//393 + surfResult393 -= s393.Emission; + #endif//393 + #if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc + float4 ase_lightColor = 0; + #else //aselc + float4 ase_lightColor = _LightColor0; + #endif //aselc + float3 newWorldNormal396 = (WorldNormalVector( i , tex2DNode147 )); + float3 ase_worldPos = i.worldPos; + #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld + float3 ase_worldlightDir = 0; + #else //aseld + float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); + #endif //aseld + float dotResult5_g1 = dot( newWorldNormal396 , ase_worldlightDir ); + float temp_output_402_0 = ( _CellShadingSharpness * 10.0 ); + UnityGI gi411 = gi; + float3 diffNorm411 = WorldNormalVector( i , tex2DNode147 ); + gi411 = UnityGI_Base( data, 1, diffNorm411 ); + float3 indirectDiffuse411 = gi411.indirect.diffuse + diffNorm411 * 0.0001; + float temp_output_470_0 = ( 1.0 - _ToonSpecularSize ); + float temp_output_457_0 = ( temp_output_470_0 * temp_output_470_0 ); + float3 normalizeResult446 = normalize( reflect( -ase_worldlightDir , newWorldNormal396 ) ); + float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); + float dotResult418 = dot( normalizeResult446 , ase_worldViewDir ); + float saferPower437 = max( dotResult418 , 0.0001 ); + float temp_output_437_0 = pow( saferPower437 , 20.0 ); + float smoothstepResult449 = smoothstep( temp_output_457_0 , ( temp_output_457_0 + ( ( 1.1 - temp_output_457_0 ) * 0.5 ) ) , temp_output_437_0); + #ifdef _TOONSHADING_ON + float4 staticSwitch436 = ( ( ase_lightColor * max( saturate( (-temp_output_402_0 + ((dotResult5_g1*0.5 + 0.5) - 0.0) * (( temp_output_402_0 + 1.0 ) - -temp_output_402_0) / (1.0 - 0.0)) ) , 0.1 ) * temp_output_146_0 ) + ( float4( indirectDiffuse411 , 0.0 ) * temp_output_146_0 ) + ( ase_lightColor * saturate( smoothstepResult449 ) * _ToonSpecularIntensity ) ); + #else + float4 staticSwitch436 = float4( surfResult393 , 0.0 ); + #endif + c.rgb = staticSwitch436.rgb; + c.a = 1; + return c; + } + + inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) + { + s.GIData = data; + } + + void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) + { + o.SurfInput = i; + o.Normal = float3(0,0,1); + float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode145 = tex2D( _MainTex, uv_MainTex ); + float4 temp_output_146_0 = ( tex2DNode145 * _Color ); + o.Albedo = temp_output_146_0.rgb; + } + + ENDCG + } +} diff --git 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+ private Material orificeMaterial; + + [MenuItem("Tools/Raliv/Orifice Setup")] + static void Setup() { + ScriptableWizard.DisplayWizard<OrificeSetup>("Orifice Setup"); + } + + private List<string> blendshapeNameList(Mesh m) { + List<string> nameList = new List<string>(); + nameList.Add("None"); + for (int i=0; i<m.blendShapeCount; i++) { + nameList.Add(m.GetBlendShapeName(i)); + } + return nameList; + } + + Vector3 ToTangentSpace(Vector3 input, Vector3 normal, Vector3 tangent) { + Vector3 X = normal; + Vector3 Y = new Vector3(tangent.x, tangent.y, tangent.z); + Vector3 Z = Vector3.Cross(X, Y); + Vector3.OrthoNormalize(ref X, ref Y, ref Z); + Matrix4x4 toNewSpace = new Matrix4x4(); + toNewSpace.SetRow(0, X); + toNewSpace.SetRow(1, Y); + toNewSpace.SetRow(2, Z); + toNewSpace[3, 3] = 1.0F; + return toNewSpace.MultiplyPoint(input); + } + + void BlitShape(Texture2D texture, Mesh mesh, int shapeIndex, int encodingIndex) { + Vector3[] deltaVerts = new Vector3[mesh.vertexCount]; + Vector3[] deltaNormals = new Vector3[mesh.vertexCount]; + Vector3[] deltaTangents = new Vector3[mesh.vertexCount]; + Vector3[] vertices = mesh.vertices; + Vector3[] normals = mesh.normals; + Vector4[] tangents = mesh.tangents; + + mesh.GetBlendShapeFrameVertices(shapeIndex, 0, deltaVerts, deltaNormals, deltaTangents); + BlitShapeInfo(texture, encodingIndex*2, vertices, normals, tangents, deltaVerts); + BlitShapeInfo(texture, encodingIndex*2+1, vertices, normals, tangents, deltaNormals); + } + + void BlitShapeInfo(Texture2D texture, float index, Vector3[] v, Vector3[] n, Vector4[] t, Vector3[] d) { + Color color; + int currentVert=0; + for (int y = Mathf.FloorToInt((texture.height/8f)*index); y < Mathf.FloorToInt((texture.height/8f)*(index+1)); y++) { + for (int x = 0; x < texture.width; x++) { + if (currentVert<d.Length) { + Vector3 deltaVert=Vector3.zero; + deltaVert = d[currentVert]; + float tn=Vector3.Project(deltaVert, n[currentVert]).magnitude * Mathf.Sign(Vector3.Dot(deltaVert, n[currentVert])); + float tt=Vector3.Project(deltaVert, t[currentVert]).magnitude * Mathf.Sign(Vector3.Dot(deltaVert, t[currentVert])); + float tb=Vector3.Project(deltaVert, Vector3.Cross(n[currentVert].normalized, t[currentVert].normalized)).magnitude * Mathf.Sign(Vector3.Dot(deltaVert, Vector3.Cross(n[currentVert].normalized, t[currentVert].normalized))); + tn+=1f; + tt+=1f; + tb+=1f; + color = new Color(tn, tt, tb); + //Vector3 ntb=ToTangentSpace(deltaVert, n[currentVert], t[currentVert]); + //ntb+=Vector3.one; + //color = new Color(ntb.x, ntb.y, ntb.z); + texture.SetPixel(x, y, color); + currentVert++; + } else { + //texture.SetPixel(x, y, new Color(128f/255f,128f/255f,128f/255f)); + texture.SetPixel(x, y, new Color(1f,1f,1f)); + } + } + } + } + + void CreateTexture() { + SkinnedMeshRenderer meshRenderer = orifice.GetComponent<SkinnedMeshRenderer>(); + Mesh mesh = meshRenderer.sharedMesh; + if (mesh.tangents.Length<mesh.vertices.Length) { + errorInfo="Tangents not available"; + } else { + Texture2D texture = new Texture2D(1024, 1024, TextureFormat.RGBAFloat, false, true); + var fillColorArray = texture.GetPixels(); + for(var i = 0; i < fillColorArray.Length; ++i) + { + fillColorArray[i] = new Color(1f,1f,1f); + } + texture.SetPixels( fillColorArray ); + if (shapes[0]>0) BlitShape(texture, mesh, shapes[0]-1, 0); + if (shapes[1]>0) BlitShape(texture, mesh, shapes[1]-1, 1); + if (shapes[2]>0) BlitShape(texture, mesh, shapes[2]-1, 2); + if (shapes[3]>0) BlitShape(texture, mesh, shapes[3]-1, 3); + texture.Apply(); + AssetDatabase.CreateAsset(texture, "Assets/RalivDynamicPenetrationSystem/MyData/"+orifice.name+".asset"); + AssetDatabase.SaveAssets(); + if (orifice.GetComponent<SkinnedMeshRenderer>()!=null) { + orificeMaterial.SetTexture("_OrificeData",(Texture2D)AssetDatabase. LoadAssetAtPath("Assets/RalivDynamicPenetrationSystem/MyData/"+orifice.name+".asset",typeof(Texture2D))); + } + } + } + + void FindOrificeMaterial(SkinnedMeshRenderer meshRenderer) { + for (int i=0;i<meshRenderer.sharedMaterials.Length;i++) { + if (meshRenderer.sharedMaterials[i].HasProperty("_OrificeData")) orificeMaterial=meshRenderer.sharedMaterials[i]; + } + } + + void OnGUI() { + GUIStyle textStyle = EditorStyles.label; + textStyle.wordWrap = true; + if (shapes==null) shapes=new int[4]; + orifice = (GameObject)EditorGUILayout.ObjectField("Orifice", orifice, typeof(GameObject), true); + if (errorInfo!="") EditorGUILayout.HelpBox(errorInfo, MessageType.Error); + if (orifice==null) { + EditorGUILayout.HelpBox("Drop your orifice object above", MessageType.Info); + } else { + if (orifice.GetComponent<SkinnedMeshRenderer>()==null) { + EditorGUILayout.HelpBox("No skinned mesh renderer detected!", MessageType.Error); + } else { + if (orificeMaterial==null) { + FindOrificeMaterial(orifice.GetComponent<SkinnedMeshRenderer>()); + if (orificeMaterial==null) EditorGUILayout.HelpBox("Mesh does not have orifice material!", MessageType.Error); + } else { + EditorGUILayout.LabelField("Select blendshapes for penetration deformations", textStyle); + EditorGUILayout.LabelField("", textStyle); + EditorGUILayout.LabelField("Entrance", textStyle); + shapes[0] = EditorGUILayout.Popup(shapes[0], blendshapeNameList(orifice.GetComponent<SkinnedMeshRenderer>().sharedMesh).ToArray()); + EditorGUILayout.LabelField("Depth1", textStyle); + shapes[1] = EditorGUILayout.Popup(shapes[1], blendshapeNameList(orifice.GetComponent<SkinnedMeshRenderer>().sharedMesh).ToArray()); + EditorGUILayout.LabelField("Depth2", textStyle); + shapes[2] = EditorGUILayout.Popup(shapes[2], blendshapeNameList(orifice.GetComponent<SkinnedMeshRenderer>().sharedMesh).ToArray()); + EditorGUILayout.LabelField("Depth3", textStyle); + shapes[3] = EditorGUILayout.Popup(shapes[3], blendshapeNameList(orifice.GetComponent<SkinnedMeshRenderer>().sharedMesh).ToArray()); + EditorGUILayout.LabelField("", textStyle); + if (GUILayout.Button("Generate Texture")) { + CreateTexture(); + Close(); + } + } + } + } + } +} + +#endif
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b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Penetrator.shader @@ -0,0 +1,249 @@ +Shader "Raliv/Penetrator" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Color("Color", Color) = (0,0,0,0) + _Metallic("Metallic", 2D) = "black" {} + _Smoothness("Smoothness", Range( 0 , 1)) = 1 + _BumpMap("Normal Map", 2D) = "bump" {} + _Emission("Emission", 2D) = "black" {} + _EmissionPower("EmissionPower", Range( 0 , 3)) = 1 + _Occlusion("Occlusion", 2D) = "white" {} + [Header(Penetration Entry Deformation)]_Squeeze("Squeeze Minimum Size", Range( 0 , 0.2)) = 0 + _SqueezeDist("Squeeze Smoothness", Range( 0 , 0.1)) = 0 + _BulgePower("Bulge Amount", Range( 0 , 1)) = 0 + _BulgeOffset("Bulge Length", Range( 0 , 0.3)) = 0 + _Length("Length of Penetrator Model", Range( 0 , 3)) = 0 + [Header(Alignment Adjustment)]_EntranceStiffness("Entrance Stiffness", Range( 0.01 , 1)) = 0.01 + [Header(Resting Curvature)]_Curvature("Curvature", Range( -1 , 1)) = 0 + _ReCurvature("ReCurvature", Range( -1 , 1)) = 0 + [Header(Movement)]_Wriggle("Wriggle Amount", Range( 0 , 1)) = 0 + _WriggleSpeed("Wriggle Speed", Range( 0.1 , 30)) = 0.28 + [Header(Toon Shading (Check to activate))]_CellShadingSharpness("Cell Shading Sharpness", Range( 0 , 1)) = 0 + _ToonSpecularSize("ToonSpecularSize", Range( 0 , 1)) = 0 + _ToonSpecularIntensity("ToonSpecularIntensity", Range( 0 , 1)) = 0 + [Toggle(_TOONSHADING_ON)] _ToonShading("Toon Shading", Float) = 0 + [Header(Advanced)]_OrificeChannel("OrificeChannel Please Use 0", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry" } + Cull Back + CGPROGRAM + #include "UnityPBSLighting.cginc" + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #pragma target 3.0 + #pragma multi_compile __ _TOONSHADING_ON + #pragma surface surf StandardCustomLighting keepalpha noshadow vertex:vertexDataFunc + + + struct Input + { + float2 uv_texcoord; + float3 worldNormal; + INTERNAL_DATA + float3 worldPos; + }; + + struct SurfaceOutputCustomLightingCustom + { + half3 Albedo; + half3 Normal; + half3 Emission; + half Metallic; + half Smoothness; + half Occlusion; + half Alpha; + Input SurfInput; + UnityGIInput GIData; + }; + + uniform sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float4 _Color; + uniform sampler2D _BumpMap; + uniform float4 _BumpMap_ST; + uniform sampler2D _Emission; + uniform float4 _Emission_ST; + uniform float _EmissionPower; + uniform sampler2D _Metallic; + uniform float4 _Metallic_ST; + uniform float _Smoothness; + uniform sampler2D _Occlusion; + uniform float4 _Occlusion_ST; + uniform float _CellShadingSharpness; + uniform float _ToonSpecularSize; + uniform float _ToonSpecularIntensity; + + #define RALIV_PENETRATOR; + + #include "../Plugins/RalivDPS_Defines.cginc" + #include "../Plugins/RalivDPS_Functions.cginc" + + + void vertexDataFunc( inout appdata_full v, out Input o ) + { + UNITY_INITIALIZE_OUTPUT( Input, o ); + PenetratorReshape(v.vertex, v.normal); + /*float orificeType = 0; + float3 orificePositionTracker = float3(0,0,100); + float3 orificeNormalTracker = float3(0,0,99); + float3 penetratorPositionTracker = float3(0,0,1); + float pl=0; + GetBestLights(_OrificeChannel, orificeType, orificePositionTracker, orificeNormalTracker, penetratorPositionTracker, pl); + float3 orificeNormal = normalize( lerp( ( orificePositionTracker - orificeNormalTracker ) , orificePositionTracker , max( _EntranceStiffness , 0.01 )) ); + float3 PhysicsNormal = normalize(penetratorPositionTracker.xyz) * _Length * 0.3; + float wriggleTime = _Time.y * _WriggleSpeed; + float temp_output_257_0 = ( _Length * ( ( cos( wriggleTime ) * _Wriggle ) + _Curvature ) ); + float wiggleTime = _Time.y * ( _WriggleSpeed * 0.39 ); + float distanceToOrifice = length( orificePositionTracker ); + float enterFactor = smoothstep( ( _Length + -0.05 ) , _Length , distanceToOrifice); + float3 finalOrificeNormal = normalize( lerp( orificeNormal , ( PhysicsNormal + ( ( float3(0,1,0) * ( temp_output_257_0 + ( _Length * ( _ReCurvature + ( ( sin( wriggleTime ) * 0.3 ) * _Wriggle ) ) * 2.0 ) ) ) + ( float3(0.5,0,0) * ( cos( wiggleTime ) * _Wriggle ) ) ) ) , enterFactor) ); + float smoothstepResult186 = smoothstep( _Length , ( _Length + 0.05 ) , distanceToOrifice); + float3 finalOrificePosition = lerp( orificePositionTracker , ( ( normalize(penetratorPositionTracker) * _Length ) + ( float3(0,0.2,0) * ( sin( ( wriggleTime + UNITY_PI ) ) * _Wriggle ) * _Length ) + ( float3(0.2,0,0) * _Length * ( sin( ( wiggleTime + UNITY_PI ) ) * _Wriggle ) ) ) , smoothstepResult186); + float finalOrificeDistance = length( finalOrificePosition ); + float3 bezierBasePosition = float3(0,0,0); + float temp_output_59_0 = ( finalOrificeDistance / 3.0 ); + float3 lerpResult274 = lerp( float3( 0,0,0 ) , ( float3(0,1,0) * ( temp_output_257_0 * -0.2 ) ) , saturate( ( distanceToOrifice / _Length ) )); + float3 temp_output_267_0 = ( ( temp_output_59_0 * float3(0,0,1) ) + lerpResult274 ); + float3 bezierBaseNormal = temp_output_267_0; + float3 temp_output_63_0 = ( finalOrificePosition - ( temp_output_59_0 * finalOrificeNormal ) ); + float3 bezierOrificeNormal = temp_output_63_0; + float3 bezierOrificePosition = finalOrificePosition; + float vertexBaseTipPosition = ( v.vertex.z / finalOrificeDistance ); + float t = saturate(vertexBaseTipPosition); + float oneMinusT = 1 - t; + float3 bezierPoint = oneMinusT * oneMinusT * oneMinusT * bezierBasePosition + 3 * oneMinusT * oneMinusT * t * bezierBaseNormal + 3 * oneMinusT * t * t * bezierOrificeNormal + t * t * t * bezierOrificePosition; + float3 straightLine = (float3(0.0 , 0.0 , v.vertex.z)); + float baseFactor = smoothstep( 0.05 , -0.05 , v.vertex.z); + bezierPoint = lerp( bezierPoint , straightLine , baseFactor); + bezierPoint = lerp( ( ( finalOrificeNormal * ( v.vertex.z - finalOrificeDistance ) ) + finalOrificePosition ) , bezierPoint , step( vertexBaseTipPosition , 1.0 )); + float3 bezierDerivitive = 3 * oneMinusT * oneMinusT * (bezierBaseNormal - bezierBasePosition) + 6 * oneMinusT * t * (bezierOrificeNormal - bezierBaseNormal) + 3 * t * t * (bezierOrificePosition - bezierOrificeNormal); + bezierDerivitive = normalize( lerp( bezierDerivitive , float3(0,0,1) , baseFactor) ); + float bezierUpness = dot( bezierDerivitive , float3( 0,1,0 ) ); + float3 bezierUp = lerp( float3(0,1,0) , float3( 0,0,-1 ) , saturate( bezierUpness )); + float bezierDownness = dot( bezierDerivitive , float3( 0,-1,0 ) ); + bezierUp = normalize( lerp( bezierUp , float3( 0,0,1 ) , saturate( bezierDownness )) ); + float3 bezierSpaceX = normalize( cross( bezierDerivitive , bezierUp ) ); + float3 bezierSpaceY = normalize( cross( bezierDerivitive , -bezierSpaceX ) ); + float3 bezierSpaceVertexOffset = ( ( v.vertex.y * bezierSpaceY ) + ( v.vertex.x * -bezierSpaceX ) ); + float3 bezierSpaceVertexOffsetNormal = normalize( bezierSpaceVertexOffset ); + float distanceFromTip = ( finalOrificeDistance - v.vertex.z ); + float squeezeFactor = smoothstep( 0.0 , _SqueezeDist , -distanceFromTip); + squeezeFactor = max( squeezeFactor , smoothstep( 0.0 , _SqueezeDist , distanceFromTip)); + float3 bezierSpaceVertexOffsetSqueezed = lerp( ( bezierSpaceVertexOffsetNormal * min( length( bezierSpaceVertexOffset ) , _squeeze ) ) , bezierSpaceVertexOffset , squeezeFactor); + float bulgeFactor = smoothstep( 0.0 , _BulgeOffset , abs( ( finalOrificeDistance - v.vertex.z ) )); + float bulgeFactorBaseClip = smoothstep( 0.0 , 0.05 , v.vertex.z); + float bezierSpaceVertexOffsetBulged = lerp( 1.0 , ( 1.0 + _BulgePower ) , ( ( 1.0 - bulgeFactor ) * 100.0 * bulgeFactorBaseClip )); + float3 bezierSpaceVertexOffsetFinal = lerp( ( bezierSpaceVertexOffsetSqueezed * bezierSpaceVertexOffsetBulged ) , bezierSpaceVertexOffset , enterFactor); + float3 bezierConstructedVertex = ( bezierPoint + bezierSpaceVertexOffsetFinal ); + float3 sphereifyDistance = ( bezierConstructedVertex - finalOrificePosition ); + float3 sphereifyNormal = normalize( sphereifyDistance ); + float sphereifyFactor = smoothstep( 0.05 , -0.05 , distanceFromTip); + float killSphereifyForRing = lerp( sphereifyFactor , 0.0 , orificeType); + bezierConstructedVertex = lerp( bezierConstructedVertex , ( ( min( length( sphereifyDistance ) , _squeeze ) * sphereifyNormal ) + finalOrificePosition ) , killSphereifyForRing); + float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex ); + float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); + bezierConstructedVertex = lerp( bezierConstructedVertex , ( -ase_worldViewDir * float3( 10000,10000,10000 ) ) , _WorldSpaceLightPos0.w); + */ + //v.normal = normalize( ( ( -bezierSpaceX * v.normal.x ) + ( bezierSpaceY * v.normal.y ) + ( bezierDerivitive * v.normal.z ) ) ); + //v.vertex.xyz = bezierConstructedVertex; + //v.vertex.w = 1; + } + + inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) + { + UnityGIInput data = s.GIData; + Input i = s.SurfInput; + half4 c = 0; + SurfaceOutputStandard s393 = (SurfaceOutputStandard ) 0; + float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode145 = tex2D( _MainTex, uv_MainTex ); + float4 temp_output_146_0 = ( tex2DNode145 * _Color ); + s393.Albedo = temp_output_146_0.rgb; + float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw; + float3 tex2DNode147 = UnpackNormal( tex2D( _BumpMap, uv_BumpMap ) ); + s393.Normal = WorldNormalVector( i , tex2DNode147 ); + float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw; + float4 tex2DNode283 = tex2D( _Emission, uv_Emission ); + s393.Emission = ( tex2DNode283 * _EmissionPower ).rgb; + float2 uv_Metallic = i.uv_texcoord * _Metallic_ST.xy + _Metallic_ST.zw; + float4 tex2DNode148 = tex2D( _Metallic, uv_Metallic ); + s393.Metallic = tex2DNode148.r; + s393.Smoothness = ( tex2DNode148.a * _Smoothness ); + float2 uv_Occlusion = i.uv_texcoord * _Occlusion_ST.xy + _Occlusion_ST.zw; + s393.Occlusion = tex2D( _Occlusion, uv_Occlusion ).r; + + data.light = gi.light; + + UnityGI gi393 = gi; + #ifdef UNITY_PASS_FORWARDBASE + Unity_GlossyEnvironmentData g393 = UnityGlossyEnvironmentSetup( s393.Smoothness, data.worldViewDir, s393.Normal, float3(0,0,0)); + gi393 = UnityGlobalIllumination( data, s393.Occlusion, s393.Normal, g393 ); + #endif + + float3 surfResult393 = LightingStandard ( s393, viewDir, gi393 ).rgb; + surfResult393 += s393.Emission; + + #ifdef UNITY_PASS_FORWARDADD//393 + surfResult393 -= s393.Emission; + #endif//393 + #if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc + float4 ase_lightColor = 0; + #else //aselc + float4 ase_lightColor = _LightColor0; + #endif //aselc + float3 newWorldNormal396 = (WorldNormalVector( i , tex2DNode147 )); + float3 ase_worldPos = i.worldPos; + #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld + float3 ase_worldlightDir = 0; + #else //aseld + float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); + #endif //aseld + float dotResult5_g1 = dot( newWorldNormal396 , ase_worldlightDir ); + float temp_output_402_0 = ( _CellShadingSharpness * 10.0 ); + UnityGI gi411 = gi; + float3 diffNorm411 = WorldNormalVector( i , tex2DNode147 ); + gi411 = UnityGI_Base( data, 1, diffNorm411 ); + float3 indirectDiffuse411 = gi411.indirect.diffuse + diffNorm411 * 0.0001; + float temp_output_470_0 = ( 1.0 - _ToonSpecularSize ); + float temp_output_457_0 = ( temp_output_470_0 * temp_output_470_0 ); + float3 normalizeResult446 = normalize( reflect( -ase_worldlightDir , newWorldNormal396 ) ); + float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); + float dotResult418 = dot( normalizeResult446 , ase_worldViewDir ); + float saferPower437 = max( dotResult418 , 0.0001 ); + float temp_output_437_0 = pow( saferPower437 , 20.0 ); + float smoothstepResult449 = smoothstep( temp_output_457_0 , ( temp_output_457_0 + ( ( 1.1 - temp_output_457_0 ) * 0.5 ) ) , temp_output_437_0); + #ifdef _TOONSHADING_ON + float4 staticSwitch436 = ( ( ase_lightColor * max( saturate( (-temp_output_402_0 + ((dotResult5_g1*0.5 + 0.5) - 0.0) * (( temp_output_402_0 + 1.0 ) - -temp_output_402_0) / (1.0 - 0.0)) ) , 0.1 ) * temp_output_146_0 ) + ( float4( indirectDiffuse411 , 0.0 ) * temp_output_146_0 ) + ( ase_lightColor * saturate( smoothstepResult449 ) * _ToonSpecularIntensity ) ); + #else + float4 staticSwitch436 = float4( surfResult393 , 0.0 ); + #endif + c.rgb = staticSwitch436.rgb; + c.a = 1; + return c; + } + + inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) + { + s.GIData = data; + } + + void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) + { + o.SurfInput = i; + o.Normal = float3(0,0,1); + float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode145 = tex2D( _MainTex, uv_MainTex ); + float4 temp_output_146_0 = ( tex2DNode145 * _Color ); + o.Albedo = temp_output_146_0.rgb; + } + + ENDCG + } +} diff --git a/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Penetrator.shader.meta b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Penetrator.shader.meta new file mode 100644 index 00000000..d8d2d1d2 --- /dev/null +++ b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Penetrator.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7963c6f0f8df61643b628fa902468c5f +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git 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m_description: + m_additionalIncludes: + m_additionalIncludes: [] + m_outsideIncludes: [] + m_additionalPragmas: + m_additionalPragmas: [] + m_outsidePragmas: [] + m_additionalDirectives: + m_validData: 0 + m_isDirty: 0 + m_moduleName: ' Additional Directives' + m_independentModule: 1 + m_customEdited: 0 + m_additionalDirectives: [] + m_shaderFunctionDirectives: [] + m_nativeDirectives: [] + m_nativeDirectivesIndex: -1 + m_nativeDirectivesFoldout: 0 + m_directivesSaveItems: [] + m_nodeCategory: 3 + m_customNodeCategory: + m_previewPosition: 0 + m_hidden: 0 diff --git a/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/PenetratorAlign.asset.meta b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/PenetratorAlign.asset.meta new file mode 100644 index 00000000..b7f5ef1d --- /dev/null +++ b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/PenetratorAlign.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1aa3e337e003c8d45925d2a40b094223 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/PenetratorSetup.cs b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/PenetratorSetup.cs new file mode 100644 index 00000000..ad7de4b3 --- /dev/null +++ b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/PenetratorSetup.cs @@ -0,0 +1,356 @@ +#if UNITY_EDITOR +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace RalivDynamicPenetrationSystem { + + public class PenetratorSetup : ScriptableWizard { + + public GameObject penetratorPrefab; + public GameObject penetratorModel; + public Vector3 penetratorBase; + public Vector3 penetratorTip; + public Material processingMaterial; + private Material penetratorMaterial; + private Material cachedMaterial; + private GameObject newPenetrator; + private GameObject originalPenetratorModel; + private float cachedCurvature; + private float cachedRecurvature; + private float length; + private float cachedLength; + bool dots; + bool done; + private bool hasMovedDot; + private Light trackerLight; + + [MenuItem("Tools/Raliv/Create Penetrator")] + static void Setup() { + DisplayWizard<PenetratorSetup>("Create Penetrator", "Go", "Cancel"); + } + + void OnEnable() { + SceneView.duringSceneGui += OnSceneGUI; + } + + void OnDisable() { + SceneView.duringSceneGui -= OnSceneGUI; + } + + void OnSceneGUI(SceneView sceneView) { + if (dots) { + Tools.current = Tool.View; + EditorGUI.BeginChangeCheck(); + Quaternion handleRotation = Quaternion.identity; + if (penetratorModel.transform.parent!=null) handleRotation = penetratorModel.transform.parent.rotation; + Vector3 newPenetratorBase = Handles.PositionHandle(penetratorModel.transform.TransformPoint(penetratorBase), handleRotation); + Vector3 newPenetratorTip = Handles.PositionHandle(penetratorModel.transform.TransformPoint(penetratorTip), handleRotation); + if (EditorGUI.EndChangeCheck()) { + Undo.RecordObject(this, "Changed Penetrator Base"); + penetratorBase = penetratorModel.transform.InverseTransformPoint(newPenetratorBase); + penetratorTip = penetratorModel.transform.InverseTransformPoint(newPenetratorTip); + hasMovedDot = true; + } + GUIStyle style = new GUIStyle(); + style.normal.textColor=Color.white; + Handles.color=Color.white; + Handles.DrawSolidDisc(penetratorModel.transform.TransformPoint(penetratorBase), penetratorModel.transform.right, 0.01f); + Handles.DrawSolidDisc(penetratorModel.transform.TransformPoint(penetratorBase), penetratorModel.transform.up, 0.01f); + Handles.DrawSolidDisc(penetratorModel.transform.TransformPoint(penetratorBase), penetratorModel.transform.forward, 0.01f); + Handles.Label(penetratorModel.transform.TransformPoint(penetratorBase), "BASE"); + Handles.color=Color.blue; + Handles.DrawSolidDisc(penetratorModel.transform.TransformPoint(penetratorTip), penetratorModel.transform.right, 0.01f); + Handles.DrawSolidDisc(penetratorModel.transform.TransformPoint(penetratorTip), penetratorModel.transform.up, 0.01f); + Handles.DrawSolidDisc(penetratorModel.transform.TransformPoint(penetratorTip), penetratorModel.transform.forward, 0.01f); + Handles.Label(penetratorModel.transform.TransformPoint(penetratorTip), "TIP"); + } + } + + void OnGUI() { + // REQUIRE MODEL + if (penetratorModel==null) { + ReadPenetratorModel(); + if (penetratorModel != null) { + penetratorBase=Vector3.zero; + penetratorTip = Quaternion.Inverse(penetratorModel.transform.localRotation) * Vector3.forward * 0.3f * (1f/penetratorModel.transform.lossyScale.x); + } + return; + } + // VALIDATE MODEL HAS MESH + if (penetratorModel.GetComponent<SkinnedMeshRenderer>()==null && penetratorModel.GetComponent<MeshRenderer>()==null) { + ReadPenetratorModel(); + EditorGUILayout.HelpBox("You must choose a model with a MeshFilter or SkinnedMeshRenderer!", MessageType.Error); + EditorGUILayout.HelpBox("This error typically happens when you have added an object with your mesh in it's hierarchy, rather than the mesh object itself. Look through the hierarchy of your model for an object with a Mesh Filter or Skinned Mesh Renderer component.", MessageType.Info); + return; + } + // VALIDATE WE HAVE CACHED MATERIAL + if (cachedMaterial == null) { + // VALIDATE MODEL HAS A MATERIAL + if (penetratorMaterial == null) { + if (penetratorModel.GetComponent<SkinnedMeshRenderer>()!=null) + penetratorMaterial = penetratorModel.GetComponent<SkinnedMeshRenderer>().sharedMaterial; + if (penetratorModel.GetComponent<MeshRenderer>()!=null) + penetratorMaterial = penetratorModel.GetComponent<MeshRenderer>().sharedMaterial; + if (penetratorMaterial == null) { + EditorGUILayout.HelpBox("Material not detected..", MessageType.Error); + return; + } + } + // VALIDATE MODEL HAS PENETRATOR MATERIAL + if (!penetratorMaterial.HasProperty("_Length")) { + EditorGUILayout.HelpBox("Your penetrator model must have a material with a penetrator shader selected!", MessageType.Error); + EditorGUILayout.HelpBox("Change the shader your penetrator uses to a penetrator shader. Try Raliv > Penetrator.", MessageType.Info); + return; + } + cachedMaterial = penetratorMaterial; + //penetratorMaterial=(Material)Instantiate(penetratorMaterialDefault); + if (penetratorModel.GetComponent<SkinnedMeshRenderer>()!=null) + penetratorModel.GetComponent<SkinnedMeshRenderer>().sharedMaterial = processingMaterial; + if (penetratorModel.GetComponent<MeshRenderer>()!=null) + penetratorModel.GetComponent<MeshRenderer>().sharedMaterial = processingMaterial; + } + // MODEL ALIGNMENT + dots = true; + GUIStyle textStyle = EditorStyles.label; + textStyle.wordWrap = true; + EditorGUILayout.LabelField("Move the white position dot onto the center of the base of the penetrator, everything in front of the dot will deform.", textStyle); + EditorGUILayout.LabelField("Move the blue dot to the center of the tip of the penetrator", textStyle); + if (!hasMovedDot) { + GUI.color = new Color(1, 1, 1, 0.2f); + if (GUILayout.Button("Generate Custom Model!")) { } + return; + } + if (GUILayout.Button("Generate Custom Model!")) { + PreparePenetrator(); + int error = SetupPenetratorModel(); + if (error > 0) { + switch (error) { + case 1: + EditorGUILayout.HelpBox("Something went wrong!", MessageType.Error); + break; + } + } else { + penetratorModel.GetComponent<MeshRenderer>().sharedMaterial=penetratorMaterial; + penetratorMaterial.SetFloat("_Curvature", cachedCurvature); + penetratorMaterial.SetFloat("_ReCurvature", cachedRecurvature); + penetratorMaterial.SetFloat("_EntranceStiffness", 0.01f); + newPenetrator.transform.position=penetratorModel.transform.TransformPoint(penetratorBase); + newPenetrator.transform.rotation=Quaternion.LookRotation(penetratorModel.transform.TransformPoint(penetratorTip)-penetratorModel.transform.TransformPoint(penetratorBase), Vector3.up); + penetratorModel.transform.parent = newPenetrator.transform; + penetratorModel.transform.localPosition=Vector3.zero; + penetratorModel.transform.localRotation=Quaternion.identity; + EditorGUILayout.Space(); + EditorGUILayout.HelpBox("Done!", MessageType.Info); + FinalizePenetrator(); + done=true; + Close(); + } + } + GUI.color = new Color(1,1,1,0.2f); + if (GUILayout.Button("Skip Penetrator Validation")) { + PreparePenetrator(); + FinalizePenetrator(); + } + GUI.color = new Color(1,1,1,1f); + EditorGUILayout.HelpBox("If your model has been exported from blender in full compliance with the dynamic penetration system, you can click the Skip Penetrator Validation button.", MessageType.Info); + } + + private void ReadPenetratorModel() { + penetratorModel = (GameObject)EditorGUILayout.ObjectField("My Model", penetratorModel, typeof(GameObject), true); + GUIStyle textStyle = EditorStyles.label; + textStyle.wordWrap = true; + EditorGUILayout.LabelField("Drag custom model into the slot provided",textStyle); + } + + void TranslateMesh(Mesh mesh, Vector3 translation) { + Vector3[] vertices = mesh.vertices; + + for (int i=0;i<vertices.Length;i++) { + vertices[i] += translation; + } + + mesh.vertices = vertices; + } + + void RotateMesh(Mesh mesh, Quaternion rotation) { + Vector3[] vertices = mesh.vertices; + Vector3[] normals = mesh.normals; + Vector4[] tangents = mesh.tangents; + Vector3 tempTangent; + + for (int i=0;i<vertices.Length;i++) { + vertices[i] = rotation * vertices[i]; + normals[i] = rotation * normals[i]; + tempTangent = new Vector3(tangents[i].x, tangents[i].y, tangents[i].z); + tempTangent = rotation * tempTangent; + tangents[i] = new Vector4(tempTangent.x, tempTangent.y, tempTangent.z, tangents[i].w); + } + + mesh.vertices = vertices; + mesh.normals = normals; + mesh.tangents = tangents; + } + + void ScaleMesh(Mesh mesh, float ScaleFactor) { + Vector3[] vertices = mesh.vertices; + + for (int i=0;i<vertices.Length;i++) { + vertices[i] *= ScaleFactor; + } + + mesh.vertices = vertices; + } + + void GetPenetratorLength() { + Mesh sharedMesh = null; + if (penetratorModel.GetComponent<SkinnedMeshRenderer>()!=null) { + sharedMesh = new Mesh(); + penetratorModel.GetComponent<SkinnedMeshRenderer>().BakeMesh(sharedMesh); + } + if (penetratorModel.GetComponent<MeshFilter>()!=null) + sharedMesh = penetratorModel.GetComponent<MeshFilter>().sharedMesh; + Vector3 farthestVert = Vector3.zero; + for (int i=0;i<sharedMesh.vertices.Length;i++) { + float dist = sharedMesh.vertices[i].magnitude; + if (dist>farthestVert.magnitude) { + farthestVert=sharedMesh.vertices[i]; + } + } + length = farthestVert.magnitude; + } + + private void PreparePenetrator() { + originalPenetratorModel = penetratorModel; + trackerLight = null; + if (penetratorModel.transform.parent != null) + trackerLight = penetratorModel.transform.parent.GetComponentInChildren<Light>(); + if (trackerLight == null || trackerLight.color.maxColorComponent > 0.1f) { + newPenetrator = (GameObject) Instantiate(penetratorPrefab, penetratorModel.transform.position, penetratorModel.transform.rotation); + newPenetrator.transform.parent = penetratorModel.transform.parent; + if (PrefabUtility.IsPartOfAnyPrefab(penetratorModel)) { + GameObject newPenetratorModel = GameObject.Instantiate(penetratorModel, penetratorModel.transform.parent); + newPenetratorModel.transform.localPosition = penetratorModel.transform.localPosition; + newPenetratorModel.transform.localRotation = penetratorModel.transform.localRotation; + newPenetratorModel.transform.localScale = penetratorModel.transform.localScale; + newPenetratorModel.transform.parent = null; + penetratorModel.SetActive(false); + penetratorModel = newPenetratorModel; + } + newPenetrator.name = penetratorPrefab.name + "_" + penetratorModel.name; + trackerLight = newPenetrator.GetComponentInChildren<Light>(); + } + } + + int SetupPenetratorModel() { + if (penetratorModel.GetComponent<SkinnedMeshRenderer>()!=null) { + if (penetratorModel.GetComponent<SkinnedMeshRenderer>().rootBone!=null) { + GameObject newPenetratorModel = new GameObject(penetratorModel.name); + newPenetratorModel.transform.parent = penetratorModel.transform.parent; + newPenetratorModel.transform.localPosition = penetratorModel.transform.localPosition; + newPenetratorModel.transform.localRotation = penetratorModel.transform.localRotation; + newPenetratorModel.transform.localScale = penetratorModel.transform.localScale; + newPenetratorModel.transform.parent = null; + newPenetratorModel.AddComponent<MeshFilter>(); + newPenetratorModel.GetComponent<MeshFilter>().sharedMesh=new Mesh(); + penetratorModel.GetComponent<SkinnedMeshRenderer>().BakeMesh(newPenetratorModel.GetComponent<MeshFilter>().sharedMesh); + newPenetratorModel.AddComponent<MeshRenderer>(); + newPenetratorModel.GetComponent<MeshFilter>().sharedMesh.RecalculateBounds(); + penetratorModel.GetComponent<SkinnedMeshRenderer>().sharedMaterial = cachedMaterial; + penetratorModel.SetActive(false); + penetratorModel=newPenetratorModel; + EditorUtility.SetDirty(penetratorModel); + } + } + EditorUtility.SetDirty(penetratorModel); + cachedCurvature = penetratorMaterial.GetFloat("_Curvature"); + cachedRecurvature = penetratorMaterial.GetFloat("_ReCurvature"); + penetratorMaterial.SetFloat("_Curvature", 0f); + penetratorMaterial.SetFloat("_ReCurvature", 0f); + cachedLength = penetratorMaterial.GetFloat("_Length"); + penetratorMaterial.SetFloat("_Length", 100f); + + Mesh sharedMesh = null; + if (penetratorModel.GetComponent<SkinnedMeshRenderer>()!=null) { + sharedMesh = new Mesh(); + penetratorModel.GetComponent<SkinnedMeshRenderer>().BakeMesh(sharedMesh); + } + sharedMesh = penetratorModel.GetComponent<MeshFilter>().sharedMesh; + Mesh mesh = (Mesh)Instantiate(sharedMesh); + + TranslateMesh(mesh, -penetratorBase); + + Vector3 farthestVert = Vector3.zero; + RotateMesh(mesh, Quaternion.Inverse(Quaternion.LookRotation(penetratorTip - penetratorBase, penetratorModel.transform.InverseTransformDirection(Vector3.up)))); + ScaleMesh(mesh, penetratorModel.transform.localScale.x); + penetratorModel.transform.localScale=Vector3.one; + + for (int i=0;i<mesh.vertices.Length;i++) { + float dist = mesh.vertices[i].magnitude; + if (dist>farthestVert.magnitude) { + farthestVert=mesh.vertices[i]; + } + } + + length = farthestVert.magnitude; + + Bounds bigBounds=mesh.bounds; + bigBounds.center=Vector3.zero; + bigBounds.extents = new Vector3(length*2f, length*2f, length*2f); + mesh.bounds=bigBounds; + + AssetDatabase.CreateAsset(mesh, "Assets/RalivDynamicPenetrationSystem/MyData/"+penetratorModel.name+".asset"); + AssetDatabase.SaveAssets(); + + if (penetratorModel.GetComponent<SkinnedMeshRenderer>()!=null) { + penetratorModel.GetComponent<SkinnedMeshRenderer>().sharedMesh = mesh; + penetratorModel.GetComponent<SkinnedMeshRenderer>().updateWhenOffscreen=false; + bigBounds = penetratorModel.GetComponent<SkinnedMeshRenderer>().localBounds; + bigBounds.center=Vector3.zero; + bigBounds.extents = new Vector3(length*2f, length*2f, length*2f); + penetratorModel.GetComponent<SkinnedMeshRenderer>().localBounds=bigBounds; + EditorUtility.SetDirty(penetratorModel.GetComponent<SkinnedMeshRenderer>().sharedMesh); + } + if (penetratorModel.GetComponent<MeshFilter>()!=null) { + penetratorModel.GetComponent<MeshFilter>().sharedMesh = mesh; + EditorUtility.SetDirty(penetratorModel.GetComponent<MeshFilter>()); + } + return 0; + } + + private void FinalizePenetrator() { + GetPenetratorLength(); + penetratorMaterial.SetFloat("_Length", length); + trackerLight.intensity=length; + done=true; + Close(); + } + + void OnDestroy() { + Tools.current = Tool.Move; + if (penetratorModel!=null) { + if (penetratorMaterial!=null) { + if (penetratorModel.GetComponent<SkinnedMeshRenderer>()!=null) { + penetratorModel.GetComponent<SkinnedMeshRenderer>().sharedMaterial = penetratorMaterial; + penetratorModel.GetComponent<SkinnedMeshRenderer>().receiveShadows=false; + } + if (penetratorModel.GetComponent<MeshRenderer>()!=null) { + penetratorModel.GetComponent<MeshRenderer>().sharedMaterial = penetratorMaterial; + penetratorModel.GetComponent<MeshRenderer>().receiveShadows=false; + } + if (penetratorMaterial.GetFloat("_Length")==100f) penetratorMaterial.SetFloat("_Length", cachedLength); + } + if (!done && cachedMaterial!=null) { + if (penetratorModel.GetComponent<SkinnedMeshRenderer>()!=null) + penetratorModel.GetComponent<SkinnedMeshRenderer>().sharedMaterial = cachedMaterial; + if (penetratorModel.GetComponent<MeshRenderer>()!=null) + penetratorModel.GetComponent<MeshRenderer>().sharedMaterial = cachedMaterial; + } + } + } + + } + +} +#endif diff --git a/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/PenetratorSetup.cs.meta b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/PenetratorSetup.cs.meta new file mode 100644 index 00000000..c2dba089 --- /dev/null +++ b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/PenetratorSetup.cs.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: fe35652de46b69846b9743a3816f16e8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: + - m_ViewDataDictionary: {instanceID: 0} + - penetratorPrefab: {fileID: 4389529110882590899, guid: 051e9425f6d1d1b4e910b4d91f883c6c, + type: 3} + - penetratorModel: {instanceID: 0} + - processingMaterial: {fileID: 2100000, guid: 779bbc24c823cf340a2b0e7ebac00900, + type: 2} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.mat b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.mat new file mode 100644 index 00000000..da2a9e3f --- /dev/null +++ b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.mat @@ -0,0 +1,78 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Processing + m_Shader: {fileID: 4800000, guid: 30cebc4c205cdf542a4254c8341796e4, type: 3} + m_ShaderKeywords: + m_LightmapFlags: 0 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - _BumpMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _DetailAlbedoMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _DetailMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _DetailNormalMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _EmissionMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MainTex: + m_Texture: {fileID: 2800000, guid: 7d1e6a77858624f4e8405d355f98e3c0, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MetallicGlossMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _OcclusionMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ParallaxMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Floats: + - _BumpScale: 1 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DstBlend: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _Metallic: 0 + - _Mode: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _UVSec: 0 + - _ZWrite: 1 + - __dirty: 0 + m_Colors: + - _Color: {r: 0, g: 1, b: 0.932251, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.mat.meta b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.mat.meta new file mode 100644 index 00000000..b516d756 --- /dev/null +++ b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 779bbc24c823cf340a2b0e7ebac00900 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.shader b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.shader new file mode 100644 index 00000000..d8eb5a25 --- /dev/null +++ b/VRCSDK3AvatarsQuestLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.shader @@ -0,0 +1,204 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Raliv/Processing" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } + Cull Back + CGINCLUDE + #include "UnityPBSLighting.cginc" + #include "UnityCG.cginc" + #include "UnityShaderVariables.cginc" + #include "Lighting.cginc" + #pragma target 3.0 + struct Input + { + float3 worldPos; + float3 worldNormal; + }; + + struct SurfaceOutputCustomLightingCustom + { + half3 Albedo; + half3 Normal; + half3 Emission; + half Metallic; + half Smoothness; + half Occlusion; + half Alpha; + Input SurfInput; + UnityGIInput GIData; + }; + + uniform sampler2D _MainTex; + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + + inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) + { + UnityGIInput data = s.GIData; + Input i = s.SurfInput; + half4 c = 0; + float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); + float4 unityObjectToClipPos3 = UnityObjectToClipPos( ase_vertex3Pos ); + float4 computeScreenPos4 = ComputeScreenPos( unityObjectToClipPos3 ); + float3 rotatedValue12 = RotateAroundAxis( float3( 0,0,0 ), float3( ( (( computeScreenPos4 / (computeScreenPos4).w )).xy * float2( 10,10 ) ) , 0.0 ), float3( 0,0,1 ), 45.0 ); + float4 tex2DNode1 = tex2D( _MainTex, rotatedValue12.xy ); + float3 ase_worldNormal = i.worldNormal; + float3 ase_worldPos = i.worldPos; + #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld + float3 ase_worldlightDir = 0; + #else //aseld + float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); + #endif //aseld + float dotResult5_g1 = dot( ase_worldNormal , ase_worldlightDir ); + c.rgb = ( tex2DNode1 * (dotResult5_g1*0.5 + 0.5) ).rgb; + c.a = 1; + return c; + } + + inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) + { + s.GIData = data; + } + + void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) + { + o.SurfInput = i; + float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); + float4 unityObjectToClipPos3 = UnityObjectToClipPos( ase_vertex3Pos ); + float4 computeScreenPos4 = ComputeScreenPos( unityObjectToClipPos3 ); + float3 rotatedValue12 = RotateAroundAxis( float3( 0,0,0 ), float3( ( (( computeScreenPos4 / (computeScreenPos4).w )).xy * float2( 10,10 ) ) , 0.0 ), float3( 0,0,1 ), 45.0 ); + float4 tex2DNode1 = tex2D( _MainTex, rotatedValue12.xy ); + o.Emission = tex2DNode1.rgb; + } + + ENDCG + CGPROGRAM + #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + #pragma multi_compile_shadowcaster + #pragma multi_compile UNITY_PASS_SHADOWCASTER + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #include "HLSLSupport.cginc" + #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) + #define CAN_SKIP_VPOS + #endif + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + struct v2f + { + V2F_SHADOW_CASTER; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 worldNormal = UnityObjectToWorldNormal( v.normal ); + o.worldNormal = worldNormal; + o.worldPos = worldPos; + TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) + return o; + } + half4 frag( v2f IN + #if !defined( CAN_SKIP_VPOS ) + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + Input surfIN; + UNITY_INITIALIZE_OUTPUT( Input, surfIN ); + float3 worldPos = IN.worldPos; + half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.worldPos = worldPos; + surfIN.worldNormal = IN.worldNormal; + SurfaceOutputCustomLightingCustom o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) + surf( surfIN, o ); 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