Merge pull request #15 from AcChosen/acchosen-dev
VRSL Quest and VPM Update
2
.gitattributes
vendored
@ -1,2 +0,0 @@
|
||||
# Auto detect text files and perform LF normalization
|
||||
* text=auto
|
67
.github/workflows/build-listing.yml
vendored
Normal file
@ -0,0 +1,67 @@
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||||
name: Build Repo Listing
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
workflow_run:
|
||||
workflows: [Build Release]
|
||||
types:
|
||||
- completed
|
||||
release:
|
||||
types: [published, created, edited, unpublished, deleted, released]
|
||||
|
||||
# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
|
||||
permissions:
|
||||
contents: read
|
||||
pages: write
|
||||
id-token: write
|
||||
|
||||
# Allow one concurrent deployment
|
||||
concurrency:
|
||||
group: "pages"
|
||||
cancel-in-progress: true
|
||||
|
||||
env:
|
||||
listPublishDirectory: Website
|
||||
pathToCi: ci
|
||||
|
||||
jobs:
|
||||
|
||||
build-listing:
|
||||
name: build-listing
|
||||
environment:
|
||||
name: github-pages
|
||||
url: ${{ steps.deployment.outputs.page_url }}
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
|
||||
- uses: actions/checkout@v3 # check out this repo
|
||||
- uses: actions/checkout@v3 # check out automation repo
|
||||
with:
|
||||
repository: vrchat-community/package-list-action
|
||||
path: ${{env.pathToCi}}
|
||||
clean: false # otherwise the local repo will no longer be checked out
|
||||
|
||||
- name: Restore Cache
|
||||
uses: actions/cache@v2
|
||||
with:
|
||||
path: |
|
||||
${{env.pathToCi}}/.nuke/temp
|
||||
~/.nuget/packages
|
||||
key: ${{ runner.os }}-${{ hashFiles('**/global.json', '**/*.csproj') }}
|
||||
|
||||
- name: Build Package Version Listing
|
||||
run: ${{env.pathToCi}}/build.cmd BuildRepoListing --root ${{env.pathToCi}} --list-publish-directory $GITHUB_WORKSPACE/${{env.listPublishDirectory}}
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
|
||||
- name: Setup Pages
|
||||
uses: actions/configure-pages@v2
|
||||
|
||||
- name: Upload artifact
|
||||
uses: actions/upload-pages-artifact@v1
|
||||
with:
|
||||
path: ${{env.listPublishDirectory}}
|
||||
|
||||
- name: Deploy to GitHub Pages
|
||||
id: deployment
|
||||
uses: actions/deploy-pages@v1
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.github/workflows/release.yml
vendored
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||||
name: Build Release
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||||
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||||
on:
|
||||
workflow_dispatch:
|
||||
push:
|
||||
branches: main
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||||
paths: Packages/com.acchosen.vr-stage-lighting/**
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||||
|
||||
env:
|
||||
packageName: "com.acchosen.vr-stage-lighting"
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v3
|
||||
|
||||
- name: get version
|
||||
id: version
|
||||
uses: notiz-dev/github-action-json-property@7c8cf5cc36eb85d8d287a8086a39dac59628eb31
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||||
with:
|
||||
path: "Packages/${{env.packageName}}/package.json"
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||||
prop_path: "version"
|
||||
|
||||
- run: echo ${{steps.version.outputs.prop}}
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||||
|
||||
- name: Set Environment Variables
|
||||
run: |
|
||||
echo "zipFile=${{ env.packageName }}-${{ steps.version.outputs.prop }}".zip >> $GITHUB_ENV
|
||||
echo "unityPackage=${{ env.packageName }}-${{ steps.version.outputs.prop }}.unitypackage" >> $GITHUB_ENV
|
||||
|
||||
- name: Create Zip
|
||||
uses: thedoctor0/zip-release@09336613be18a8208dfa66bd57efafd9e2685657
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||||
with:
|
||||
type: "zip"
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||||
directory: "Packages/${{env.packageName}}/"
|
||||
filename: "../../${{env.zipFile}}" # make the zip file two directories up, since we start two directories in above
|
||||
|
||||
- run: find "Packages/${{env.packageName}}/" -name \*.meta >> metaList
|
||||
|
||||
- name: Create UnityPackage
|
||||
uses: pCYSl5EDgo/create-unitypackage@e28c7a4616b2754c564b0a959a03b3c89b756fdb
|
||||
with:
|
||||
package-path: ${{ env.unityPackage }}
|
||||
include-files: metaList
|
||||
|
||||
|
||||
- name: Make Release
|
||||
uses: softprops/action-gh-release@1e07f4398721186383de40550babbdf2b84acfc5
|
||||
with:
|
||||
tag_name: ${{ steps.version.outputs.prop }}
|
||||
files: |
|
||||
${{ env.zipFile }}
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||||
${{ env.unityPackage }}
|
||||
Packages/${{ env.packageName }}/package.json
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26
.gitignore
vendored
@ -1,6 +1,6 @@
|
||||
# This .gitignore file should be placed at the root of your Unity project directory
|
||||
#
|
||||
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
|
||||
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
|
||||
#
|
||||
/[Ll]ibrary/
|
||||
/[Tt]emp/
|
||||
@ -8,20 +8,18 @@
|
||||
/[Bb]uild/
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||||
/[Bb]uilds/
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||||
/[Ll]ogs/
|
||||
/[Uu]ser[Ss]ettings/
|
||||
|
||||
# MemoryCaptures can get excessive in size.
|
||||
# They also could contain extremely sensitive data
|
||||
/[Mm]emoryCaptures/
|
||||
/[Aa]ssets/
|
||||
/[Pp]rojectSettings/
|
||||
|
||||
# Recordings can get excessive in size
|
||||
/[Rr]ecordings/
|
||||
# Asset meta data should only be ignored when the corresponding asset is also ignored
|
||||
!/[Aa]ssets/**/*.meta
|
||||
|
||||
# Uncomment this line if you wish to ignore the asset store tools plugin
|
||||
# /[Aa]ssets/AssetStoreTools*
|
||||
|
||||
# Autogenerated Jetbrains Rider plugin
|
||||
/[Aa]ssets/Plugins/Editor/JetBrains*
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||||
[Aa]ssets/Plugins/Editor/JetBrains*
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||||
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||||
# Visual Studio cache directory
|
||||
.vs/
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||||
@ -57,16 +55,12 @@ sysinfo.txt
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||||
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||||
# Builds
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||||
*.apk
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||||
*.aab
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||||
*.unitypackage
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||||
*.app
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||||
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||||
# Crashlytics generated file
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||||
crashlytics-build.properties
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||||
|
||||
# Packed Addressables
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||||
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
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||||
|
||||
# Temporary auto-generated Android Assets
|
||||
/[Aa]ssets/[Ss]treamingAssets/aa.meta
|
||||
/[Aa]ssets/[Ss]treamingAssets/aa/*
|
||||
.idea/.idea.vpm-package-maker/.idea
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||||
Assets/PackageMakerWindowData.asset*
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||||
.idea
|
||||
.vscode
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7
Packages/.gitignore
vendored
Normal file
@ -0,0 +1,7 @@
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||||
/*/
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||||
!com.vrchat.core.*
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||||
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||||
com.vrchat.core.vpm-resolver
|
||||
|
||||
# Change this to match your new package name
|
||||
!com.acchosen.vr-stage-lighting
|
18
Packages/com.acchosen.vr-stage-lighting/CHANGELOG.md
Normal file
@ -0,0 +1,18 @@
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||||
# VR Stage Lighting - Changelog
|
||||
## v2.2.0 - November 30th, 2022
|
||||
### New Features
|
||||
- Created this changelog!
|
||||
- VR Stage Lighting is now a VPM package to be used with the VRChat creator companion. This is now the officially supported way of installing VR Stage Lighting.
|
||||
- Added scene based depth light dependency toggle in control panel. Allows VR Stage Lighting shaders to become "Quest Compatible" by removing the reliance on the depth texture to function. This feature is also functional with PC.
|
||||
- Added scene based 3D noise toggle in control panel. Allows ability to toggle the 3D and 2D noise features of volumetric shaders to reduce overhead on the fragment shaders. Useful for improving performance on Quest.
|
||||
- Added support for AudioLink Theme Colors on all audiolink compatible lights.
|
||||
- Added color chord support for audiolink disco ball.
|
||||
- Added VRSL Stencil Masks. These 3D meshs will block or "mask" any and all VRSL projection and volumetric shaders. This is useful for preventing VRSL lights from leaking into adjacent rooms and hallways.
|
||||
|
||||
### Changes and Bugfixes
|
||||
- This version of VRSL now requires AudioLink 0.3.0 or newer.
|
||||
- Fixed the audiolink washlight volumetric from clipping into the fixture.
|
||||
- Added a proper spawn button for the "VRSL Edition" of the AudioLink Prefab.
|
||||
|
||||
|
||||
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||||
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21
Packages/com.acchosen.vr-stage-lighting/LICENSE
Normal file
@ -0,0 +1,21 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2022 AcChosen
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
7
Packages/com.acchosen.vr-stage-lighting/LICENSE.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
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guid: 3b2fd93ed42c5ec40aad0da285510990
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DefaultImporter:
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externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
7
Packages/com.acchosen.vr-stage-lighting/LICENSE.txt
Normal file
@ -0,0 +1,7 @@
|
||||
Copyright 2021 AcChosen
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
7
Packages/com.acchosen.vr-stage-lighting/LICENSE.txt.meta
Normal file
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|
||||
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assetBundleVariant:
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Packages/com.acchosen.vr-stage-lighting/README.md
Normal file
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|
||||
![vrsl-compact](https://user-images.githubusercontent.com/107726700/194073524-eb74f90e-2d40-440c-adea-38a5e0d4ec19.png)
|
||||
|
||||
<h2 align="center"> VR Stage Lighting is a collection of shaders, scripts, and models designed to emulate professional stage lighting into VRChat in as many ways as possible.</h2>
|
||||
|
||||
VR Stage Lighting is a year-long project that started out as a means to research and develop a performant/reliable way to send lighting data (including DMX512) to VRChat. It has evolved into creating a package of assets that can bring quality lighting effects in all manner of ways performantly.
|
||||
|
||||
This performance is provided through a standardized set of custom shaders that avoid things such as real-time unity lights and using cost saving measures such as GPU-instancing and batching.
|
||||
|
||||
|
||||
### SEE ALL THESE SYSTEMS LIVE IN VRCHAT [@ CLUB ORION](https://vrchat.com/home/launch?worldId=wrld_b2d9f284-3a77-4a8a-a58e-f8427f87ba79)
|
||||
|
||||
## IMPORTANT
|
||||
- These systems are designed for world building on VRChat for PC. While some of the shaders in theory could be used on avatars, they are primarily designed to be placed in a PC world.
|
||||
- This system is still a work in progress and is planned for long-term support as more VRChat features are released. Planned features include OSC support and Quest-Ready alternatives.
|
||||
- For proper documentation, please refer to the [github wiki](https://github.com/AcChosen/VR-Stage-Lighting/wiki).
|
||||
|
||||
## Setup
|
||||
|
||||
### Requirements
|
||||
- Unity 2019.4
|
||||
- VRChat SDK3 for Worlds
|
||||
- UdonSharp
|
||||
- USharp Video Player
|
||||
- PostProcessing Stack V2 (Unity Package Manager)
|
||||
- AudioLink v2.7+ (Full)
|
||||
- Recommended: Open Broadcast Software (or streaming software of your choice)
|
||||
- Recommended: VRSL Grid Node (For DMX control)
|
||||
- Recommended: At least one extra screen that can support 16:9 resolutions.
|
||||
|
||||
### Installation
|
||||
|
||||
See the [Project Setup](https://github.com/AcChosen/VR-Stage-Lighting/wiki/Getting-Started:-Project-Setup) page on the wiki.
|
||||
|
||||
## About VRSL
|
||||
|
||||
<p align="center">
|
||||
<img src="https://user-images.githubusercontent.com/107726700/194073714-4685c990-a23b-474d-b2a5-beff83d9e8c8.gif">
|
||||
</p>
|
||||
|
||||
### DMX Via Video Artnet Gridnode
|
||||
|
||||
![artnet-gridnode](https://user-images.githubusercontent.com/107726700/193886336-c6df8417-d0b3-464d-b5e3-c5d0df023c6c.png)
|
||||
|
||||
What powers VRSL is the ability to transmit DMX data contained within a video stream. It is done this way as it is the best way to achieve the following goals:
|
||||
|
||||
- Having all players within their own instances of a world be synced.
|
||||
- Allowing a given world to display data that any given user wishes.
|
||||
- Allowing for live performances.
|
||||
|
||||
This is the main system this project was based on. Once in unity, VRSL can convert data it reads from a VRChat Player video into DMX data that the lighting system can read.
|
||||
|
||||
This system is powered 95% by shaders, including the actual method of reading the pixels from the screen. The other 5% is to enable GPU instancing for the shaders and certain properties. There is also basic "RAW" Udon support for when DMX Support is disabled for these shaders.
|
||||
|
||||
#### The appeal of this system is that it allows any software or hardware that supports Artnet to control VRSL lights in real time with entirely hardware-accelerated computation with nearly unrivaled performance for the end user.
|
||||
|
||||
This repository comes with an example recorded video in an example scene of the lights in action as well as the grid system they're reacting to. The video is placed in an example scene where the same lights are set-up to re-react to the video in real time, mimicing the actions of the lights shown in the example video.
|
||||
|
||||
### Get the Artnet Gridnode
|
||||
|
||||
#### While VRSL's lights and shaders are open source, Artnet Grid Node is not.
|
||||
|
||||
[Purchasing a copy](https://gumroad.com/l/xYaPu) of the VR Stage Lighting Grid Node will help in the development of both the node grid and the VRSL framework!
|
||||
|
||||
OSC and MIDI output is also included with this grid system for when VRChat officially supports it via Udon.
|
||||
|
||||
You can purchase a copy [here](https://gumroad.com/l/xYaPu), and your support will be greatly appreciated! <3
|
||||
|
||||
It is not required for use with AudioLink.
|
||||
|
||||
### Local UI Panel
|
||||
|
||||
A UI panel that can control the intensity of the different lighting shaders is also included. Plop this panel in your world to allow users to locally control the brightness of each aspect of the lights, or all lights at once. It also includes a slider for bloom intensity and a pre-made post processing volume for it.
|
||||
|
||||
### Audio Reaction via AudioLink
|
||||
|
||||
A varation of these shaders support [AudioLink by llealloo](https://github.com/llealloo/vrc-udon-audio-link).
|
||||
|
||||
These shaders will have their intensity's react to the audio at different frequencies. They use the shader implementation of AudioLink for minimal overhead. There is also basic "RAW" Udon support that is enabled alongside AudioLink which inclues GPU Instanced properties and mover target following.
|
||||
|
||||
An example scene is included that show the different light types reacting to the different frequency bands of audio.
|
||||
|
||||
You can get Audiolink as well as learn more about it [here](https://github.com/llealloo/vrc-udon-audio-link)!
|
||||
|
||||
### Limitations
|
||||
|
||||
- This system requires using a livestream, meaning there will be some unavoidable latency for realtime setups.
|
||||
- Compression artifacting can cause movement data to be scrambled a bit. VRSL works to compensate for the scrambling somewhat, but does make the movement much slower.
|
||||
- Light fixtures have the ability to set to control the smoothing intensity, but it is recommended to keep the smoothing at maximum (which is 0) for most situations.
|
||||
- If quicker movement is needed, it is recommended to do it in small bursts, quickly returning the smoothing back to maximum when you can.
|
||||
|
||||
<p align="center">
|
||||
<img src="https://user-images.githubusercontent.com/107726700/194075483-c4eb51fb-40da-4974-9820-bfb1ede75ab4.gif">
|
||||
</p>
|
||||
|
||||
## Wiki
|
||||
|
||||
More information about VRSL and many helpful tutorials can be found on this [repo's wiki](https://github.com/AcChosen/VR-Stage-Lighting/wiki).
|
||||
|
||||
## Support
|
||||
|
||||
If you'd like to support the project, you can do so via [patreon](https://www.patreon.com/ac_chosen), where you can also get some VRSL exclusives!~
|
||||
|
||||
You can also join the official [VRSL discord](https://discord.gg/zPktZAe48r)!
|
7
Packages/com.acchosen.vr-stage-lighting/README.md.meta
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