Upgraded original RothenburgAR to Unity version 2017.4.5f1 (and upgrading from standalone vuforia to the version integrated in unity)

This commit is contained in:
2018-08-03 15:43:36 +02:00
parent 64f296a0aa
commit 13041e7a70
738 changed files with 592316 additions and 0 deletions

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//==============================================================================
//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
//All Rights Reserved.
//==============================================================================
Shader "Custom/BrightTexture" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
half4 frag(v2f i) : COLOR
{
half4 c = tex2D (_MainTex, i.uv);
float scale = 0.2f;
c.rgb = c.rgb * scale + 1.0f - scale;
return c;
}
ENDCG
}
}
FallBack "Diffuse"
}

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//========================================================================
// Copyright (c) 2017 PTC Inc. All Rights Reserved.
//
// Vuforia is a trademark of PTC Inc., registered in the United States and other
// countries.
//=========================================================================
Shader "Custom/CameraDiffuse"
{
Properties
{
_MaterialColor ("Color", Color) = (1,1,1,1)
}
CGINCLUDE
uniform float4 _MaterialColor;
ENDCG
SubShader
{
Pass
{
// indicate that our pass is the "base" pass in forward
// rendering pipeline. It gets ambient and main directional
// light data set up; light direction in _WorldSpaceLightPos0
// and color in _LightColor0
Tags {"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc" // for UnityObjectToWorldNormal
#include "UnityLightingCommon.cginc" // for _LightColor0
struct v2f
{
fixed4 diff : COLOR0; // diffuse lighting color
float4 vertex : SV_POSITION;
};
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
// get vertex normal in world space
half3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
// compute world space view direction
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
// dot product between normal and light direction for
// standard diffuse (Lambert) lighting
half nl = max(0, dot(worldNormal, worldViewDir));
// factor in the material color
o.diff = lerp(_MaterialColor, nl * _MaterialColor, 0.2);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return i.diff;
}
ENDCG
}
}
}

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timeCreated: 1496997307
licenseType: Pro
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//===============================================================================
//Copyright (c) 2015-2016 PTC Inc. All Rights Reserved.
//
//Confidential and Proprietary - Protected under copyright and other laws.
//Vuforia is a trademark of PTC Inc., registered in the United States and other
//countries.
//===============================================================================
Shader "Custom/ColoredLines" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
}
SubShader {
Pass {
Lighting Off
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
Color [_Color]
}
}
}

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/*========================================================================
Copyright (c) 2017 PTC Inc. All Rights Reserved.
Vuforia is a trademark of PTC Inc., registered in the United States and other
countries.
=========================================================================*/
Shader "Custom/DepthContour" {
Properties{
_ContourColor("Contour Color", Color) = (1,1,1,1)
_SurfaceColor("Surface Color", Color) = (0.5,0.5,0.5,1)
_DepthThreshold("Depth Threshold", Float) = 0.002
}
SubShader {
Tags { "Queue" = "Geometry" "RenderType" = "Transparent" }
Pass {
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _CameraDepthTexture;
uniform float4 _ContourColor;
uniform float4 _SurfaceColor;
uniform float _DepthThreshold;
struct v2f {
float4 pos : SV_POSITION;
float4 screenPos : TEXCOORD0;
float depth : TEXCOORD1;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeScreenPos(o.pos);
COMPUTE_EYEDEPTH(o.depth);
o.depth = (o.depth - _ProjectionParams.y) / (_ProjectionParams.z - _ProjectionParams.y);
return o;
}
half4 frag(v2f i) : COLOR
{
float2 uv = i.screenPos.xy / i.screenPos.w;
float du = 1.0 / _ScreenParams.x;
float dv = 1.0 / _ScreenParams.y;
float2 uv_X1 = uv + float2(du, 0.0);
float2 uv_Y1 = uv + float2(0.0, dv);
float2 uv_X2 = uv + float2(-du, 0.0);
float2 uv_Y2 = uv + float2(0.0, -dv);
float depth0 = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv)));
float depthX1 = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv_X1)));
float depthY1 = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv_Y1)));
float depthX2 = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv_X2)));
float depthY2 = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv_Y2)));
float farDist = _ProjectionParams.z;
float refDepthStep = _DepthThreshold / farDist;
float depthStepX = max(abs(depth0 - depthX1), abs(depth0 - depthX2));
float depthStepY = max(abs(depth0 - depthY1), abs(depth0 - depthY2));
float maxDepthStep = length(float2(depthStepX, depthStepY));
half contour = (maxDepthStep > refDepthStep) ? 1.0 : 0.0;
return _SurfaceColor * (1.0 - contour) + _ContourColor * contour;
}
ENDCG
}
}
Fallback "Diffuse"
}

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//===============================================================================
//Copyright (c) 2015 PTC Inc. All Rights Reserved.
//
//Confidential and Proprietary - Protected under copyright and other laws.
//Vuforia is a trademark of PTC Inc., registered in the United States and other
//countries.
//===============================================================================
//===============================================================================
//Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
//All Rights Reserved.
//Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
//===============================================================================
Shader "DepthMask" {
SubShader {
// Render the mask after regular geometry, but before masked geometry and
// transparent things.
Tags {"Queue" = "Geometry-10" }
// Turn off lighting, because it's expensive and the thing is supposed to be
// invisible anyway.
Lighting Off
// Draw into the depth buffer in the usual way. This is probably the default,
// but it doesn't hurt to be explicit.
ZTest LEqual
ZWrite On
// Don't draw anything into the RGBA channels. This is an undocumented
// argument to ColorMask which lets us avoid writing to anything except
// the depth buffer.
ColorMask 0
// Do nothing specific in the pass:
Pass {}
}
}

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//===============================================================================
//Copyright (c) 2017 PTC Inc. All Rights Reserved.
//
//Confidential and Proprietary - Protected under copyright and other laws.
//Vuforia is a trademark of PTC Inc., registered in the United States and other
//countries.
//===============================================================================
//==============================================================================
//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
//All Rights Reserved.
//==============================================================================
Shader "Custom/OutlineOpaque"
{
Properties
{
_SilhouetteSize ("Size", Float) = 0.0
_SilhouetteColor ("Color", Color) = (1,1,1,1)
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f
{
float4 position : POSITION;
float4 color : COLOR;
};
struct vertIn
{
float4 position : POSITION;
float3 normal : NORMAL;
};
uniform float _SilhouetteSize;
uniform float4 _SilhouetteColor;
ENDCG
SubShader
{
Tags { "Queue" = "Geometry" }
Pass
{
Cull Back
Blend Zero One
}
Pass
{
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
v2f vert(vertIn input)
{
v2f output;
// unmodified projected position of the vertex
output.position = UnityObjectToClipPos(input.position);
output.color = _SilhouetteColor;
// calculate silhouette in image space
float2 silhouette = TransformViewToProjection(mul((float3x3)UNITY_MATRIX_IT_MV, input.normal).xy) * _SilhouetteSize;
// add silhouette offset
output.position.xy += output.position.z * silhouette;
return output;
}
half4 frag(v2f input) :COLOR
{
return input.color;
}
ENDCG
}
}
Fallback "Diffuse"
}

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//========================================================================
//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
//All Rights Reserved.
//Confidential and Proprietary - Protected under copyright and other laws.
//========================================================================
Shader "Custom/Text3D" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("Text Color", Color) = (1,1,1,1)
}
SubShader {
Tags { "Queue"="Geometry+1" "IgnoreProjector"="True" }
Lighting Off Offset -1, -1 ZTest LEqual ZWrite On Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
Pass {
Color [_Color]
SetTexture [_MainTex] {
combine primary, texture * primary
}
}
}
}

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//==============================================================================
//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
//All Rights Reserved.
//==============================================================================
Shader "Transparent/VertexLit with Z" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader {
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
// Render into depth buffer only
Pass {
ColorMask 0
}
// Render normally
Pass {
ZWrite On
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture [_MainTex] {
Combine texture * primary DOUBLE, texture * primary
}
}
}
}

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