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Merge pull request #14 from xBambusekD/DroCoV2
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feat: gstreamer linking included in project via pre-scene
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xBambusekD authored Oct 27, 2023
2 parents e836a80 + 87d0695 commit d8b0672
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126 changes: 126 additions & 0 deletions DroCo/Assets/Materials/APMaterial.mat
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8 changes: 8 additions & 0 deletions DroCo/Assets/Materials/APMaterial.mat.meta

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103 changes: 103 additions & 0 deletions DroCo/Assets/Materials/ARproxy.shader
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Shader "AR Proxy"
{
Properties
{
}

SubShader
{
Tags
{
"RenderType" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"IgnoreProjector" = "True"
}
LOD 300

Pass
{
Name "AR Proxy"
Tags
{
"LightMode" = "LightweightForward"
}

Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
Cull Off

HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0

// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON

// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT

// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON

//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing

#pragma vertex HiddenVertex
#pragma fragment HiddenFragment

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

struct Attributes
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 positionOS : POSITION;
};

struct Varyings
{
float4 positionCS : SV_POSITION;
float4 shadowCoord : TEXCOORD0;
};

Varyings HiddenVertex(Attributes input)
{
Varyings output = (Varyings)0;

UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);

output.shadowCoord = GetShadowCoord(vertexInput);
output.positionCS = vertexInput.positionCS;

return output;
}

half4 HiddenFragment(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

half s = MainLightRealtimeShadow(input.shadowCoord);
return half4(0, 0, 0, 1 - s);
}
ENDHLSL
}

UsePass "Universal Render Pipeline/Lit/DepthOnly"
}

FallBack "Hidden/InternalErrorShader"
}
10 changes: 10 additions & 0 deletions DroCo/Assets/Materials/ARproxy.shader.meta

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125 changes: 125 additions & 0 deletions DroCo/Assets/Materials/Occlusion.mat
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8 changes: 8 additions & 0 deletions DroCo/Assets/Materials/Occlusion.mat.meta

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