mirror of
https://github.com/AcChosen/VR-Stage-Lighting.git
synced 2024-11-23 23:21:07 +01:00
Strobe Functionality Rework
-Adjusted the DMX strobe functionality to go through a separate "Strobe Output" Texture. This will ensure that every shader reading from the same DMX Strobe Channel will all flash at the exact same intervals.
This commit is contained in:
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@ -166,7 +166,7 @@ Material:
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||||
Entry: 1
|
||||
Data: _requireDepthLight
|
||||
@ -4634,20 +4683,20 @@ MonoBehaviour:
|
||||
Data: true
|
||||
- Name: _fieldAttributes
|
||||
Entry: 7
|
||||
Data: 223|System.Collections.Generic.List`1[[System.Attribute, mscorlib]],
|
||||
Data: 225|System.Collections.Generic.List`1[[System.Attribute, mscorlib]],
|
||||
mscorlib
|
||||
- Name:
|
||||
Entry: 12
|
||||
Data: 2
|
||||
- Name:
|
||||
Entry: 7
|
||||
Data: 224|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime
|
||||
Data: 226|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime
|
||||
- Name:
|
||||
Entry: 8
|
||||
Data:
|
||||
- Name:
|
||||
Entry: 7
|
||||
Data: 225|UnityEngine.SerializeField, UnityEngine.CoreModule
|
||||
Data: 227|UnityEngine.SerializeField, UnityEngine.CoreModule
|
||||
- Name:
|
||||
Entry: 8
|
||||
Data:
|
||||
|
@ -135,7 +135,7 @@ namespace VRSL
|
||||
|
||||
[FieldChangeCallback(nameof(VolumetricNoise)), SerializeField]
|
||||
private bool _volumetricNoise = true;
|
||||
int _Udon_DMXGridRenderTexture, _Udon_DMXGridRenderTextureMovement, _Udon_DMXGridSpinTimer, _Udon_DMXGridStrobeTimer;
|
||||
int _Udon_DMXGridRenderTexture, _Udon_DMXGridRenderTextureMovement, _Udon_DMXGridSpinTimer, _Udon_DMXGridStrobeTimer, _Udon_DMXGridStrobeOutput;
|
||||
|
||||
public bool VolumetricNoise
|
||||
{
|
||||
@ -167,6 +167,7 @@ namespace VRSL
|
||||
_Udon_DMXGridRenderTextureMovement = PropertyToID("_Udon_DMXGridRenderTextureMovement");
|
||||
_Udon_DMXGridSpinTimer = PropertyToID("_Udon_DMXGridSpinTimer");
|
||||
_Udon_DMXGridStrobeTimer = PropertyToID("_Udon_DMXGridStrobeTimer");
|
||||
_Udon_DMXGridStrobeOutput = PropertyToID("_Udon_DMXGridStrobeOutput");
|
||||
}
|
||||
|
||||
|
||||
@ -558,11 +559,24 @@ namespace VRSL
|
||||
}
|
||||
else if(rt.name.Contains("Strobe"))
|
||||
{
|
||||
#if UDONSHARP
|
||||
VRCShader.SetGlobalTexture(_Udon_DMXGridStrobeTimer, rt);
|
||||
#else
|
||||
Shader.SetGlobalTexture(_Udon_DMXGridStrobeTimer, rt, RenderTextureSubElement.Default);
|
||||
#endif
|
||||
if(rt.name.Contains("Timings"))
|
||||
{
|
||||
Debug.Log("Setting Strobe Timer");
|
||||
#if UDONSHARP
|
||||
VRCShader.SetGlobalTexture(_Udon_DMXGridStrobeTimer, rt);
|
||||
#else
|
||||
Shader.SetGlobalTexture(_Udon_DMXGridStrobeTimer, rt, RenderTextureSubElement.Default);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Setting Strobe Output");
|
||||
#if UDONSHARP
|
||||
VRCShader.SetGlobalTexture(_Udon_DMXGridStrobeOutput, rt);
|
||||
#else
|
||||
Shader.SetGlobalTexture(_Udon_DMXGridStrobeOutput, rt, RenderTextureSubElement.Default);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,14 +1,16 @@
|
||||
float GetSurfaceStrobe(uint DMXChannel)
|
||||
{
|
||||
|
||||
float phase = getValueAtCoordsRaw(DMXChannel + 4, _Udon_DMXGridStrobeTimer);
|
||||
float status = getValueAtCoords(DMXChannel + 4, _Udon_DMXGridRenderTexture);
|
||||
// float phase = getValueAtCoordsRaw(DMXChannel + 4, _Udon_DMXGridStrobeTimer);
|
||||
// float status = getValueAtCoords(DMXChannel + 4, _Udon_DMXGridRenderTexture);
|
||||
|
||||
half strobe = (sin(phase));//Get sin wave
|
||||
strobe = IF(strobe > 0.0, 1.0, 0.0);//turn to square wave
|
||||
//strobe = saturate(strobe);
|
||||
half strobe = getValueAtCoords(DMXChannel + 4, _Udon_DMXGridStrobeOutput);
|
||||
|
||||
strobe = IF(status > 0.2, strobe, 1); //minimum channel threshold set
|
||||
// half strobe = (sin(phase));//Get sin wave
|
||||
// strobe = IF(strobe > 0.0, 1.0, 0.0);//turn to square wave
|
||||
// //strobe = saturate(strobe);
|
||||
|
||||
// strobe = IF(status > 0.2, strobe, 1); //minimum channel threshold set
|
||||
|
||||
//check if we should even be strobing at all.
|
||||
strobe = IF(isDMX() == 1, strobe, 1);
|
||||
|
@ -0,0 +1,84 @@
|
||||
Shader "VRSL/DMX CRTs/Strobe Output"
|
||||
{
|
||||
//THIS IS A TIMER, TO KEEP TRACK OF HOW MUCH TIME HAS PASSED FOR THE STROBE
|
||||
Properties
|
||||
{
|
||||
[NoScaleOffset]_DMXTexture("DMX Grid Render Texture (To Control Lights)", 2D) = "white" {}
|
||||
_MaxStrobeFreq("Maximum Strobe Frequency", Range(1,100)) = 25
|
||||
[Toggle]_EnableCompatibilityMode("Compatibility Mode", Float) = 0
|
||||
[Toggle]_NineUniverseMode("Nine Universe Mode", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Lighting Off
|
||||
Blend One Zero
|
||||
Pass
|
||||
{
|
||||
Name "Strobe Pass"
|
||||
CGPROGRAM
|
||||
#include "UnityCustomRenderTexture.cginc"
|
||||
#include "UnityCG.cginc"
|
||||
#pragma vertex CustomRenderTextureVertexShader
|
||||
#pragma fragment frag
|
||||
#pragma target 4.5
|
||||
|
||||
#define VRSL_DMX
|
||||
|
||||
// #include "Packages/com.acchosen.vr-stage-lighting/Runtime/Shaders/VRSLDMX.cginc"
|
||||
Texture2D _Udon_DMXGridRenderTexture;
|
||||
Texture2D _Udon_DMXGridStrobeTimer;
|
||||
SamplerState VRSL_PointClampSampler;
|
||||
float _NineUniverseMode, _EnableCompatibilityMode;
|
||||
|
||||
#define IF(a, b, c) lerp(b, c, step((fixed) (a), 0));
|
||||
|
||||
float3 getValue(float3 c)
|
||||
{
|
||||
float3 value = float3(0,0,0);
|
||||
|
||||
if(_NineUniverseMode == 1 && _EnableCompatibilityMode != 1)
|
||||
{
|
||||
value.r = c.r;
|
||||
value.g = c.g;
|
||||
value.b = c.b;
|
||||
}
|
||||
else
|
||||
{
|
||||
float3 cRGB = float3(c.r, c.g, c.b);
|
||||
float v = LinearRgbToLuminance(cRGB);
|
||||
value = float3(v,v,v);
|
||||
}
|
||||
value = float3(LinearToGammaSpaceExact(value.r),LinearToGammaSpaceExact(value.g),LinearToGammaSpaceExact(value.b));
|
||||
return value;
|
||||
}
|
||||
|
||||
float4 frag(v2f_customrendertexture IN) : COLOR
|
||||
|
||||
|
||||
{
|
||||
//CHILL FOR 1 SECOND TO ALLOW DATA TO COME IN
|
||||
// if (_Time.y > 1.0)
|
||||
// {
|
||||
float4 p = _Udon_DMXGridStrobeTimer.SampleLevel(VRSL_PointClampSampler, IN.localTexcoord.xy, 0);
|
||||
float4 s = _Udon_DMXGridRenderTexture.SampleLevel(VRSL_PointClampSampler, IN.localTexcoord.xy, 0);
|
||||
float phase = p.r;
|
||||
float status = getValue(s).r;
|
||||
half strobe = (sin(phase));//Get sin wave
|
||||
strobe = IF(strobe > 0.0, 1.0, 0.0);//turn to square wave
|
||||
//strobe = saturate(strobe);
|
||||
|
||||
strobe = IF(status > 0.2, strobe, 1); //minimum channel threshold set
|
||||
return strobe;
|
||||
// }
|
||||
|
||||
// else
|
||||
// {
|
||||
// return float4(0,0,0,0);
|
||||
// }
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
//CustomEditor "VRSLInspector"
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4fd2aba1f194f2944983084cf77021b3
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -67,7 +67,7 @@
|
||||
#pragma target 3.0
|
||||
|
||||
sampler2D _MainTex, _MetallicMap, _BumpMap, _EmissionMask;
|
||||
sampler2D _Udon_DMXGridRenderTexture, _Udon_DMXGridRenderTextureMovement, _Udon_DMXGridStrobeTimer;
|
||||
sampler2D _Udon_DMXGridRenderTexture, _Udon_DMXGridRenderTextureMovement, _Udon_DMXGridStrobeOutput;
|
||||
uniform float4 _Udon_DMXGridRenderTexture_TexelSize;
|
||||
float4 _FixtureRotationOrigin;
|
||||
float _FixtureMaxIntensity, _FixutreIntensityMultiplier;
|
||||
|
@ -124,7 +124,7 @@
|
||||
float4 _Emission1, _Emission2, _Emission3, _Emission4, _Emission5,
|
||||
_Emission6, _Emission7, _Emission8, _Emission9, _Emission10;
|
||||
half _EStart1, _EStart2, _EStart3, _EStart4, _EStart5, _EStart6, _EStart7, _EStart8, _EStart9, _Offset;
|
||||
sampler2D _Udon_DMXGridRenderTexture, _Udon_DMXGridRenderTextureMovement, _Udon_DMXGridStrobeTimer;
|
||||
sampler2D _Udon_DMXGridRenderTexture, _Udon_DMXGridRenderTextureMovement, _Udon_DMXGridStrobeOutput;
|
||||
uniform float4 _Udon_DMXGridRenderTexture_TexelSize;
|
||||
float4 _FixtureLensCenter;
|
||||
float4 _FixtureRotationOrigin;
|
||||
|
@ -71,7 +71,7 @@
|
||||
_ProjectionFade("Projection Edge Fade", Range(0,10)) = 0
|
||||
_ProjectionFadeCurve("Projection Edge Fade Harshness", Range(0, 10)) = 1
|
||||
_ProjectionDistanceFallOff("Projection Distance Fallof Strength", Range(0.001,0.5)) = 0.05
|
||||
_ProjectionRange ("Projection Drawing Range", Range(0,10)) = 0
|
||||
_ProjectionRange ("Projection Drawing Range", Range(0,100)) = 0
|
||||
_ProjectionRangeOrigin ("Projection Drawing Range Scale Origin", Float) = (0, -0.07535, 0.12387, 0)
|
||||
_ProjectionShadowHarshness("Projection Shadow Harshness", Range(0,1)) = 0
|
||||
|
||||
|
@ -226,14 +226,15 @@ float getFinalIntensity()
|
||||
float GetStrobeOutput(uint DMXChannel)
|
||||
{
|
||||
|
||||
float phase = getValueAtCoordsRaw(DMXChannel + 6, _Udon_DMXGridStrobeTimer);
|
||||
float status = getValueAtCoords(DMXChannel + 6, _Udon_DMXGridRenderTexture);
|
||||
// float phase = getValueAtCoordsRaw(DMXChannel + 6, _Udon_DMXGridStrobeTimer);
|
||||
// float status = getValueAtCoords(DMXChannel + 6, _Udon_DMXGridRenderTexture);
|
||||
|
||||
half strobe = (sin(phase));//Get sin wave
|
||||
strobe = IF(strobe > 0.0, 1.0, 0.0);//turn to square wave
|
||||
half strobe = getValueAtCoords(DMXChannel + 6, _Udon_DMXGridStrobeOutput);
|
||||
// half strobe = (sin(phase));//Get sin wave
|
||||
// strobe = IF(strobe > 0.0, 1.0, 0.0);//turn to square wave
|
||||
//strobe = saturate(strobe);
|
||||
|
||||
strobe = IF(status > 0.2, strobe, 1); //minimum channel threshold set
|
||||
// strobe = IF(status > 0.2, strobe, 1); //minimum channel threshold set
|
||||
|
||||
//check if we should even be strobing at all.
|
||||
strobe = IF(isDMX() == 1, strobe, 1);
|
||||
@ -245,14 +246,14 @@ float GetStrobeOutput(uint DMXChannel)
|
||||
float GetStrobeOutputFiveCH(uint DMXChannel)
|
||||
{
|
||||
|
||||
float phase = getValueAtCoordsRaw(DMXChannel + 4, _Udon_DMXGridStrobeTimer);
|
||||
float status = getValueAtCoords(DMXChannel + 4, _Udon_DMXGridRenderTexture);
|
||||
// float phase = getValueAtCoordsRaw(DMXChannel + 4, _Udon_DMXGridStrobeTimer);
|
||||
// float status = getValueAtCoords(DMXChannel + 4, _Udon_DMXGridRenderTexture);
|
||||
|
||||
half strobe = (sin(phase));//Get sin wave
|
||||
strobe = IF(strobe > 0.0, 1.0, 0.0);//turn to square wave
|
||||
half strobe = getValueAtCoords(DMXChannel + 4, _Udon_DMXGridStrobeOutput);
|
||||
// strobe = IF(strobe > 0.0, 1.0, 0.0);//turn to square wave
|
||||
//strobe = saturate(strobe);
|
||||
|
||||
strobe = IF(status > 0.2, strobe, 1); //minimum channel threshold set
|
||||
// strobe = IF(status > 0.2, strobe, 1); //minimum channel threshold set
|
||||
|
||||
//check if we should even be strobing at all.
|
||||
strobe = IF(isDMX() == 1, strobe, 1);
|
||||
|
@ -12,8 +12,18 @@ sampler2D _MainTex;
|
||||
#ifdef VRSL_DMX
|
||||
uint _UseRawGrid, _EnableExtraChannels;
|
||||
uniform float4 _Udon_DMXGridRenderTexture_TexelSize;
|
||||
sampler2D _Udon_DMXGridRenderTexture, _Udon_DMXGridRenderTextureMovement, _Udon_DMXGridStrobeTimer, _Udon_DMXGridSpinTimer;
|
||||
sampler2D _Udon_DMXGridRenderTexture, _Udon_DMXGridRenderTextureMovement, _Udon_DMXGridStrobeOutput, _Udon_DMXGridSpinTimer;
|
||||
float _SpinSpeed;
|
||||
|
||||
#ifdef FIXTURE_EMIT
|
||||
Texture2D _Udon_VRSL_GI_LightTexture;
|
||||
uniform float4 _Udon_VRSL_GI_LightTexture_TexelSize;
|
||||
SamplerState VRSL_PointClampSampler;
|
||||
int _Udon_VRSL_GI_LightCount;
|
||||
float _VRSLSpecularStrength;
|
||||
float _VRSLGlossiness;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
#ifdef VRSL_AUDIOLINK
|
||||
uniform float4 _AudioSpectrum_TexelSize;
|
||||
|
@ -12,6 +12,7 @@ UNITY_INSTANCING_BUFFER_START(Props)
|
||||
UNITY_DEFINE_INSTANCED_PROP(uint, _EnableStrobe)
|
||||
UNITY_DEFINE_INSTANCED_PROP(uint, _FixtureRotationX)
|
||||
UNITY_DEFINE_INSTANCED_PROP(uint, _FixtureBaseRotationY)
|
||||
UNITY_DEFINE_INSTANCED_PROP(float, _ConeWidth)
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
#ifdef _VRSL_LEGACY_TEXTURES
|
||||
@ -21,8 +22,8 @@ UNITY_INSTANCING_BUFFER_END(Props)
|
||||
#else
|
||||
Texture2D _Udon_DMXGridRenderTexture;
|
||||
uniform float4 _Udon_DMXGridRenderTexture_TexelSize;
|
||||
Texture2D _Udon_DMXGridStrobeTimer, _Udon_DMXGridSpinTimer, _Udon_DMXGridRenderTextureMovement;
|
||||
uniform float4 _Udon_DMXGridStrobeTimer_TexelSize, _Udon_DMXGridSpinTimer_TexelSize, _Udon_DMXGridRenderTextureMovement_TexelSize;
|
||||
Texture2D _Udon_DMXGridStrobeOutput, _Udon_DMXGridSpinTimer, _Udon_DMXGridRenderTextureMovement;
|
||||
uniform float4 _Udon_DMXGridStrobeOutput_TexelSize, _Udon_DMXGridSpinTimer_TexelSize, _Udon_DMXGridRenderTextureMovement_TexelSize;
|
||||
SamplerState VRSL_PointClampSampler;
|
||||
#endif
|
||||
|
||||
@ -240,22 +241,31 @@ float GetStrobeOutput(uint DMXChannel)
|
||||
#ifdef _VRSL_LEGACY_TEXTURES
|
||||
float phase = ReadDMXRaw(DMXChannel, _OSCGridStrobeTimer);
|
||||
float status = ReadDMX(DMXChannel, _OSCGridRenderTextureRAW);
|
||||
half strobe = (sin(phase));//Get sin wave
|
||||
strobe = IF(strobe > 0.0, 1.0, 0.0);//turn to square wave
|
||||
//strobe = saturate(strobe);
|
||||
|
||||
strobe = IF(status > 0.2, strobe, 1); //minimum channel threshold set
|
||||
|
||||
//check if we should even be strobing at all.
|
||||
strobe = IF(isDMX() == 1, strobe, 1);
|
||||
strobe = IF(isStrobe() == 1, strobe, 1);
|
||||
|
||||
return strobe;
|
||||
|
||||
#else
|
||||
float phase = ReadDMXRaw(DMXChannel, _Udon_DMXGridStrobeTimer);
|
||||
float status = ReadDMX(DMXChannel, _Udon_DMXGridRenderTexture);
|
||||
//float phase = ReadDMXRaw(DMXChannel, _Udon_DMXGridStrobeTimer);
|
||||
half strobe = ReadDMX(DMXChannel, _Udon_DMXGridStrobeOutput);
|
||||
|
||||
//check if we should even be strobing at all.
|
||||
strobe = IF(isDMX() == 1, strobe, 1);
|
||||
strobe = IF(isStrobe() == 1, strobe, 1);
|
||||
|
||||
return strobe;
|
||||
|
||||
#endif
|
||||
|
||||
half strobe = (sin(phase));//Get sin wave
|
||||
strobe = IF(strobe > 0.0, 1.0, 0.0);//turn to square wave
|
||||
//strobe = saturate(strobe);
|
||||
|
||||
strobe = IF(status > 0.2, strobe, 1); //minimum channel threshold set
|
||||
|
||||
//check if we should even be strobing at all.
|
||||
strobe = IF(isDMX() == 1, strobe, 1);
|
||||
strobe = IF(isStrobe() == 1, strobe, 1);
|
||||
|
||||
return strobe;
|
||||
|
||||
}
|
||||
|
||||
@ -265,17 +275,17 @@ float GetImmediateStrobeOutput(uint DMXChannel)
|
||||
#ifdef _VRSL_LEGACY_TEXTURES
|
||||
float phase = ReadDMXRaw(DMXChannel, _OSCGridStrobeTimer);
|
||||
float status = ReadDMX(DMXChannel, _OSCGridRenderTextureRAW);
|
||||
half strobe = (sin(phase));//Get sin wave
|
||||
strobe = IF(strobe > 0.0, 1.0, 0.0);//turn to square wave
|
||||
//strobe = saturate(strobe);
|
||||
|
||||
strobe = IF(status > 0.2, strobe, 1); //minimum channel threshold set
|
||||
return strobe;
|
||||
#else
|
||||
float phase = ReadDMXRaw(DMXChannel, _Udon_DMXGridStrobeTimer);
|
||||
float status = ReadDMX(DMXChannel, _Udon_DMXGridRenderTexture);
|
||||
return ReadDMX(DMXChannel, _Udon_DMXGridStrobeOutput);
|
||||
#endif
|
||||
|
||||
half strobe = (sin(phase));//Get sin wave
|
||||
strobe = IF(strobe > 0.0, 1.0, 0.0);//turn to square wave
|
||||
//strobe = saturate(strobe);
|
||||
|
||||
strobe = IF(status > 0.2, strobe, 1); //minimum channel threshold set
|
||||
return strobe;
|
||||
|
||||
}
|
||||
|
||||
|
@ -0,0 +1,83 @@
|
||||
%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: DMXRT-StrobeOutput-Horizontal
|
||||
m_Shader: {fileID: 4800000, guid: 4fd2aba1f194f2944983084cf77021b3, type: 3}
|
||||
m_ShaderKeywords:
|
||||
m_LightmapFlags: 4
|
||||
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}
|
||||
- _DMXTexture:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _DetailAlbedoMap:
|
||||
m_Texture: {fileID: 0}
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m_MipMap: 0
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m_GenerateMips: 1
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m_SRGB: 0
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m_BindMS: 0
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m_EnableCompatibleFormat: 1
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m_TextureSettings:
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serializedVersion: 2
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m_Aniso: 0
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m_MipBias: 0
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m_WrapU: 1
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m_Dimension: 2
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m_VolumeDepth: 1
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m_Material: {fileID: 2100000, guid: fafb9a56ddc548e4dafd9cb0befa0e2e, type: 2}
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m_InitMaterial: {fileID: 0}
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m_InitColor: {r: 0, g: 0, b: 0, a: 1}
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m_InitTexture: {fileID: 0}
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m_UpdateMode: 2
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m_InitializationMode: 0
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m_UpdateZoneSpace: 0
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m_CurrentUpdateZoneSpace: 0
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m_UpdateZones: []
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m_UpdatePeriod: 0
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m_ShaderPass: 0
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m_CubemapFaceMask: 4294967295
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 42aa50059d38ab44a95ee1cb7a7c5d5b
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NativeFormatImporter:
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externalObjects: {}
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userData:
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assetBundleVariant:
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m_InitMaterial: {fileID: 0}
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m_InitColor: {r: 0, g: 0, b: 0, a: 1}
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m_InitTexture: {fileID: 0}
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m_InitializationMode: 0
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m_UpdateZoneSpace: 0
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m_CurrentUpdateZoneSpace: 0
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@ -7,7 +7,7 @@ TextureImporter:
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mipmaps:
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@ -1,14 +1,21 @@
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"name": "com.acchosen.vr-stage-lighting",
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"displayName": "VR Stage Lighting",
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"version": "2.3.1",
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"description": "A collection of HLSL shaders, UdonSharp scripts, 3D models, prefabs, and assets designed to emulate the real control, quality, and complexity of professional stage lighting into VRChat in as many ways as possible.",
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"gitDependencies": {},
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"vpmDependencies": {},
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"legacyFolders": {},
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"legacyFiles": {},
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"localPath": "I:\\VRSL2022\\Packages\\com.acchosen.vr-stage-lighting",
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"dependencies": {
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}
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"name":"com.acchosen.vr-stage-lighting",
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"displayName":"VR Stage Lighting",
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"version":"2.4.0",
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"description":"A collection of HLSL shaders, UdonSharp scripts, 3D models, prefabs, and assets designed to emulate the real control, quality, and complexity of professional stage lighting into VRChat in as many ways as possible.",
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"url":"https://github.com/AcChosen/VR-Stage-Lighting",
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"author":{
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"name":"AcChosen"
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},
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"gitDependencies":{},
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"vpmDependencies":{
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"com.llealloo.audiolink":">=0.3.1"
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},
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"Assets\\VR-Stage-Lighting":""
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},
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"legacyFiles":{},
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"hideInEditor":false,
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"license":"MIT",
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"unity":"2019.4"
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}
|
Loading…
Reference in New Issue
Block a user