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2.7.1 File Repo Restructuring

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# VR Stage Lighting - Changelog
## 2.7.0 Change Log - June 2nd, 2024
- Packaged important add-ons such as video players, gpu readback, and screen space shaders into unitypackages along with main VR Stage Light package to reduce confusion and keep things organized.
- Converted shaders and video players to all run on native linear input. This removes many issues and inconsistencies with smoothing and general movement.
- Updated GPU readback to fire events on value change when past a certain threshold for float and int paramater ranges. Added ability to name data points in GPU Readback function script.
## 2.6.2 Change Log - May 21st 2024
- Added component sliders to the VRSL DMX and VRSL AudioLink scripts. These sliders replace the final intensity sliders with sliders that control the intensities of the indivdual components of a light (The volumetric, projection, and fixture mesh).
- Added "Genereate Unique VRSL Materials" menu button to the VRSL drop down menu under "Utilties". This button will search the scene for any VRSL Materials, make a copy of them, save them in your selected folder, and apply them to your VRSL meshes in your scene as well as to the Local UI Control Panel. This will allow users to seperate their VRSL materials from the prefab materials and applying it to the scene, allowing for users to make changes to their VRSL materials without updates resetting their settings. (The AudioLink component sliders are at the bottom of the script.)
- Added the "VRSL GI" toggle prefab toggle to Control Panel. This will allow one to spawn the VRSL GI variants of the standard VRSL prefabs. (VRSL GI 1.2+ Only).
## 2.6.1 Change Log - April 6th 2024
- Added global DMX strobe toggle on Local Control Panel asset. Toggling this will disable the strobe channel for the player locally. Useful for those that want to enjoy the light show but can't handle the strobing.
- Adjusted the volumetrics 3D noise to scale properly with the mesh. Scaling a spotlight or strobe up should no longer result in wonky noise tiling.
- Fixed build errors with the DMX patch exporter scripts (again).
## 2.6.0 Change Log - March 25th 2024
- Created Fixture Definition Files and added Fixture Type properties to DMX fixtures. Fixture Definition files are used to create arbitrary data to describe DMX fixture channels. They are mostly cosmetic and used for the DMX patch data exporter.
- Added the ability to save and load DMX Patch Data per scene. This is useful for restoring DMX patch settings to scenes due to corruption.
- Added the ability to export the patch data as a JSON, MVR (My Virtual Rig), or PDF Patch List.
- Added VRSL Manager Window Settings file. This file will start to hold per project data about the VRSL Control Panel. Right now, it holds references to alternate meshes for spotlight and washlight volumetrics.
-Added the ability to switch the volumetric meshes in a scene to lower poly versions on the fly.
-Improved the spin timer shader to have more consistent and smooth DMX gobo spinning.
## 2.5.1 Change Log - February 29th 2024
- Fixed inspector related bugs and improved inspector stability on all VRSL component scripts.
- Added prefab load toggles for VRSL GI prefabs into Control Panel (VRSL GI 1.2.0+)
- Increased AudioLink Delay range from 30 to 127
## 2.5.0 Change Log - February 9th, 2024
- Removed the USharp Video and uDesktopDuplication DMX screen prefabs and placed them in their own packages along with new VideoTXL and ProTV DMX screen prefabs.
- Added ability to add and remove DMX Screen prefab packages. TekOSC is the only DMX reader prefab that now comes pre-installed with VRSL, removing USharp Video as a requirement for VRSL.
- Reduced the precision of majority of the DMX Render Textures to 16-Bit SFLOAT instead of 32-Bit SFLOAT to reduce VRAM usage.
- Auto set all DMX Render Textures to have a period of 0.0 to reduce editor related issues.
- Removed the bloom post processing volume prefab from the VRSL-LocalUIControlPanel prefab.
- VRSL-LocalUIControlPanel will now hide the bloom slider if it cannot find the bloom post processing volume prefab or it's "Bloom Animator" variable is null.
- Fixed bug where you could not edit multiple VRSL scripts at once.
## 2.4.5 Change Log
- Re-Added Texture Sampling features for the AudioLink Discoball.
- Added the "Singal Detection System" for interpolation CRT shaders. This system will allow users to disable VRSL DMX if pixels that are not related to the VRSL DMX Grid node are detected (in cases of the video player freezing or disconnecting or an invalid video format was inputted.) This system is disabled by default but can be enabled in the inspector of any of the interpolation CRTs.
## 2.4.4 Change Log
- Added per fixture toggle to disable black-to-white conversion when texture sampling mode is enabled on audiolink fixtures.
## 2.4.3 Change Log
- Added Global Intensity Blend property to all shaders.
- Removed all `.Blend`and `.Blend1` files
## 2.4.2 Change Log
- Changed Movement smoothing algorithm to be framerate-independent.
- Added smoothing multiplier that works in VRChat only to better match smoothing values in Editor.
- Added extra strobe render textures to reduce the delay between GI and VRSL strobing updates.
- Made version numbers consistent across all editor scripts.
- Fixed package format. (Again)
## 2.4.1 Change Log
- Added ability to switch between dynamic and static strobing for DMX fixtures in the settings of the Strobe Timings CRT. This will switch strobe channels from the smooth variable speed strobing channel to a 3 speed consistent strobe channel. The 3 speed strobing will be slightly more performant and should also appear more consistent at lower frame rates.
- Added the ability to quickly make changes to any of the CRT materials for the DMX and AudioLink Custom Render Textures inside of the VRSL Control Panel. It is listed under options and allows users to view and edit the materials that the custom render textures use. This will allow for adjusting global dmx settings such as range of smoothing for movement on moving heads as well as the maximum and minmum strobe speeds.
- Moved some files around in preperation for the VRSL GI release.
# NOTE: This version of VRSL has changed ALOT of the backend (under-the-hood). If you are production sensitive project, please continue to use [v2.2](https://github.com/AcChosen/VR-Stage-Lighting/releases/tag/v2.2.0) until you feel your project is ready to update to 2.4. If not, please update to this version as soon as you can!~
## v2.3.0 - February 15th, 2023
### New Features
- All DMX Grid textures are now global textures set with VRCShader.SetGlobalTexture(), which gives all shaders in a scene/instance access to all 4 DMX Grid textures at all times. This allows for custom VRSL shaders to be created without having to manage a bunch of render textures in the material's inspector. This also allows avatar shaders to have a wider range of channels to read from and allows a much more performant way of getting the textures to the avatars without relying on a grabpass.
- Avatar testing scenes have been created to test your VRSL DMX compatible avatar using pre-recorded video of arbitrary 5-channel dmx data. This should make it easier to test things without having to run a full DMX setup.
### Changes and Bugfixes
- The UsharpVideo DMX reader used a version of standard shader on the reading screen that was slightly affected by enviormental lighting, which sometimes affected the data the camera was trying to read. This has been fixed by replacing the shader with a properly unlit one.
## 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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#if !COMPILER_UDONSHARP && UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using System.IO;
// help link https://docs.unity3d.com/ScriptReference/EditorStyles.html
// ---DISCLAIMER--- THIS CODE IS BASED OFF OF "SYNQARK"'s ARKTOON-SHADERS AND "XIEXE"'s UNITY-SHADERS. FOR MORE INFORMATION PLEASE REFER TO THE ORIGINAL BASE WRITER "https://github.com/synqark", "https://github.com/synqark/Arktoon-Shaders" or "https://github.com/Xiexe", "https://github.com/Xiexe/Xiexes-Unity-Shaders"
[InitializeOnLoad]
public class VRSLStyles : MonoBehaviour
{
public static Texture logo = Resources.Load("VRStageLighting-Logo") as Texture;
//public static string ver = "VR Stage Lighting ver:" + " <b><color=#6a15ce> 2.4.1</color></b>";
public static void DepthPassWarning()
{
EditorGUILayout.HelpBox("Shader looking weird? \nPlease ensure that the depth texture is enabled by having the included 'Directional Light' prefab somewhere in your scene, located in \nAssets/VRStageLighting/VR-Stage-Lighting/Other", MessageType.Info);
}
public static string GetVersion()
{
string path = Application.dataPath;
path = path.Replace("Assets","");
path += "Packages" + "\\" + "com.acchosen.vr-stage-lighting" + "\\";
path += "Runtime" + "\\" + "VERSION.txt";
StreamReader reader = new StreamReader(path);
string versionNum = reader.ReadToEnd();
string ver = "VR Stage Lighting ver:" + " <b><color=#b33cff>" + versionNum + "</color></b>";
return ver;
}
public static void DrawLogo()
{
///GUILayout.BeginArea(new Rect(0,0, Screen.width, Screen.height));
// GUILayout.FlexibleSpace();
//GUI.DrawTexture(pos,logo,ScaleMode.ScaleToFit);
//EditorGUI.DrawPreviewTexture(new Rect(0,0,400,150), logo);
Vector2 contentOffset = new Vector2(0f, -2f);
GUIStyle style = new GUIStyle(EditorStyles.label);
style.fixedHeight = 200;
//style.fixedWidth = 300;
style.contentOffset = contentOffset;
style.alignment = TextAnchor.MiddleCenter;
var rect = GUILayoutUtility.GetRect(300f, 190f, style);
//GUILayout.Label(logo,style, GUILayout.MaxWidth(500), GUILayout.MaxHeight(200));
GUI.Box(rect, logo,style);
//GUILayout.Label(logo);
// GUILayout.FlexibleSpace();
//GUILayout.EndArea();
}
private static Rect DrawShuriken(string title, Vector2 contentOffset, int HeaderHeight)
{
var style = new GUIStyle("ShurikenModuleTitle");
style.font = new GUIStyle(EditorStyles.boldLabel).font;
style.border = new RectOffset(15, 7, 4, 4);
style.fixedHeight = HeaderHeight;
style.contentOffset = contentOffset;
var rect = GUILayoutUtility.GetRect(16f, HeaderHeight, style);
GUI.Box(rect, title, style);
return rect;
}
/// indent support
private static Rect DrawShuriken(string title, Vector2 contentOffset, int HeaderHeight, int indent)
{
var style = new GUIStyle("ShurikenModuleTitle");
style.font = new GUIStyle(EditorStyles.boldLabel).font;
style.border = new RectOffset(15, 7, 4, 4);
style.fixedHeight = HeaderHeight;
style.contentOffset = contentOffset;
var rect = GUILayoutUtility.GetRect(16f, HeaderHeight, style);
rect = new Rect(rect.x + indent, rect.y, rect.width - indent, rect.height);
GUI.Box(rect, title, style);
return rect;
}
private static Rect DrawShurikenCenteredTitle(string title, Vector2 contentOffset, int HeaderHeight)
{
var style = new GUIStyle("ShurikenModuleTitle");
style.font = new GUIStyle(EditorStyles.boldLabel).font;
style.border = new RectOffset(15, 7, 4, 4);
style.fixedHeight = HeaderHeight;
style.contentOffset = contentOffset;
style.alignment = TextAnchor.MiddleCenter;
var rect = GUILayoutUtility.GetRect(16f, HeaderHeight, style);
GUI.Box(rect, title, style);
return rect;
}
public static bool ShurikenFoldout(string title, bool display)
{
var rect = DrawShuriken(title, new Vector2(20f, -2f), 22);
var e = Event.current;
var toggleRect = new Rect(rect.x + 4f, rect.y + 2f, 13f, 13f);
if (e.type == EventType.Repaint)
{
EditorStyles.foldout.Draw(toggleRect, false, false, display, false);
}
if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition))
{
display = !display;
e.Use();
}
return display;
}
//// indent support
public static bool ShurikenFoldout(string title, bool display, int intent)
{
// var indentAmmount = (float)(typeof(EditorGUI).GetField("kIndentPerLevel").GetValue(null));//// reeeee it was private, WHY UNITY?
// Debug.log("blah " + (float)(typeof(EditorGUI).GetField("kIndentPerLevel").GetValue(null)));//// appears to NULL?
const int indentAmmount = 15;
var rect = DrawShuriken(title, new Vector2(20f, -2f), 22, intent * indentAmmount );
var e = Event.current;
var toggleRect = new Rect(rect.x + 4f , rect.y + 2f, 13f, 13f); //// the arrow
if (e.type == EventType.Repaint)
{
EditorStyles.foldout.Draw(toggleRect, false, false, display, false);
}
if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition))
{
display = !display;
e.Use();
}
return display;
}
//parting line text
private static Rect DrawShurikenPartingLineText(string title, Vector2 contentOffset, int HeaderHeight)
{
var style = new GUIStyle("ShurikenModuleTitle");
style.font = new GUIStyle(EditorStyles.boldLabel).font;
style.border = new RectOffset(15, 7, 4, 4);
style.fixedHeight = HeaderHeight;
style.contentOffset = contentOffset;
style.alignment = TextAnchor.MiddleCenter;
var rect = GUILayoutUtility.GetRect(16f, HeaderHeight, style);
GUI.Box(rect, title, style);
return rect;
}
//end of parting line text
//parting lines
static public void PartingLine()
{
GUILayout.Space(5);
GUILine(new Color(0.5f, 0.5f, 0.5f), 1.5f);
GUILayout.Space(5);
}
static public void GUILine(float height = 0f)
{
GUILine(Color.black, height);
}
static public void GUILine(Color color, float height = 0f)
{
Rect position = GUILayoutUtility.GetRect(0f, float.MaxValue, height, height, LineStyle);
if (Event.current.type == EventType.Repaint)
{
Color orgColor = GUI.color;
GUI.color = orgColor * color;
LineStyle.Draw(position, false, false, false, false);
GUI.color = orgColor;
}
}
static public GUIStyle _LineStyle;
static public GUIStyle LineStyle
{
get
{
if (_LineStyle == null)
{
_LineStyle = new GUIStyle();
_LineStyle.normal.background = EditorGUIUtility.whiteTexture;
_LineStyle.stretchWidth = true;
}
return _LineStyle;
}
}
public static void ShurikenHeader(string title)
{
DrawShuriken(title, new Vector2(6f, -2f), 22);
}
public static void ShurikenHeaderCentered(string title)
{
DrawShurikenCenteredTitle(title, new Vector2(0f, -2f), 22);
}
public static void DrawShurikenPartingLineText(string title)
{
DrawShurikenPartingLineText(title, new Vector2(6f, -2f), 22);
}
}
#endif

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#if !COMPILER_UDONSHARP && UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UdonSharpEditor;
using UnityEngine.SceneManagement;
using System.IO;
using System;
namespace VRSL.EditorScripts
{
public class VRSL_DMXPatchExporter : Editor
{
private static VRSL_LocalUIControlPanel panel;
private static List<GameObject> sceneObjects = new List<GameObject>();
public static bool hasLocalPanel;
static List<GameObject> GetAllObjectsOnlyInScene()
{
List<GameObject> objectsInScene = new List<GameObject>();
foreach (GameObject go in Resources.FindObjectsOfTypeAll(typeof(GameObject)) as GameObject[])
{
if (!EditorUtility.IsPersistent(go.transform.root.gameObject) && !(go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave))
objectsInScene.Add(go);
}
return objectsInScene;
}
private static void CheckForLocalPanel()
{
sceneObjects = GetAllObjectsOnlyInScene();
hasLocalPanel = false;
panel = null;
// colorLabel = new GUIContent();
// colorLabel.text = "Emission Color";
foreach (GameObject go in sceneObjects)
{
#pragma warning disable 0618 //suppressing obsoletion warnings
panel = go.GetUdonSharpComponent<VRSL_LocalUIControlPanel>();
#pragma warning restore 0618
if(panel != null)
{
hasLocalPanel = true;
break;
}
}
return;
}
[MenuItem("VRSL/Save Patch Data", priority = 500)]
public static void SavePatchData()
{
CheckForLocalPanel();
if(!hasLocalPanel){Debug.LogWarning("VRSL Patch Exporter: Please make sure there is a VRSL-LocalUIControlPanel in your scene before attempting to save."); return;}
if(panel.fixtureSaveFile == "NONE")
{
try
{
VRSL_DMXPatchSettings asset = ScriptableObject.CreateInstance<VRSL_DMXPatchSettings>();
asset.SetDMXFixtureData();
string name = "VRSL DMX Patch Data_" + SceneManager.GetActiveScene().name + ".asset";
string parentDirectory = "VRSL DMX Patch Folder";
if(AssetDatabase.IsValidFolder("Assets/" + parentDirectory) == false)
{
AssetDatabase.CreateFolder("Assets", parentDirectory);
}
string path = "Assets/" + parentDirectory + "/" + name;
AssetDatabase.CreateAsset(asset, path);
// AssetDatabase.SaveAssets();
// EditorUtility.FocusProjectWindow();
// Selection.activeObject = asset;
SerializedObject so = new SerializedObject(panel);
so.FindProperty("fixtureSaveFile").stringValue = AssetDatabase.GUIDFromAssetPath(path).ToString();
so.ApplyModifiedProperties();
#pragma warning disable 0618 //suppressing obsoletion warnings
panel.UpdateProxy();
#pragma warning restore 0618 //suppressing obsoletion warnings
panel.fixtureSaveFile = so.FindProperty("fixtureSaveFile").stringValue;
#pragma warning disable 0618 //suppressing obsoletion warnings
panel.ApplyProxyModifications();
#pragma warning restore 0618 //suppressing obsoletion warnings
/// asset = (VRSL_DMXPatchSettings) AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(panel.fixtureSaveFile), typeof(VRSL_DMXPatchSettings));
// asset.SetScene();
// asset.SetDMXFixtureData();
asset.ForceSave();
}
catch
{
Debug.LogError("VRSL Patch Exporter: Failed to create patch data.");
}
}
else
{
try
{
VRSL_DMXPatchSettings asset = (VRSL_DMXPatchSettings) AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(panel.fixtureSaveFile), typeof(VRSL_DMXPatchSettings));
asset.SetScene();
asset.SetDMXFixtureData();
asset.ForceSave();
}
catch (NullReferenceException e)
{
// Debug.LogError("VRSL Patch Exporter: Could not find patch data file. Removing Link patch data link.");
e.GetType();
SerializedObject so = new SerializedObject(panel);
so.FindProperty("fixtureSaveFile").stringValue = "NONE";
so.ApplyModifiedProperties();
#pragma warning disable 0618 //suppressing obsoletion warnings
panel.UpdateProxy();
#pragma warning restore 0618 //suppressing obsoletion warnings
panel.fixtureSaveFile = so.FindProperty("fixtureSaveFile").stringValue;
#pragma warning disable 0618 //suppressing obsoletion warnings
panel.ApplyProxyModifications();
#pragma warning restore 0618 //suppressing obsoletion warnings
SavePatchData();
}
catch(Exception e)
{
Debug.LogError("VRSL Patch Exporter: Failed to save patch data.");
e.GetType();
}
}
}
[MenuItem("VRSL/Load Patch Data", priority = 501)]
public static void LoadPatchData()
{
CheckForLocalPanel();
if(!hasLocalPanel){Debug.LogWarning("VRSL Patch Exporter: Please make sure there is a VRSL-LocalUIControlPanel in your scene before attempting to Load."); return;}
if(panel.fixtureSaveFile != "NONE")
{
try
{
VRSL_DMXPatchSettings asset = (VRSL_DMXPatchSettings) AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(panel.fixtureSaveFile), typeof(VRSL_DMXPatchSettings));
asset.LoadDMXFixtureData();
}
catch
{
Debug.LogError("VRSL Patch Exporter: Failed to load patch data.");
}
}
else
{
Debug.LogError("VRSL Patch Exporter: Fixture Save File Not Found. The file may have been lost or has not been created yet.");
}
}
[MenuItem("VRSL/Export/To JSON", priority = 502)]
public static void ExportToJSON()
{
CheckForLocalPanel();
if(!hasLocalPanel){Debug.LogWarning("VRSL Patch Exporter: Please make sure there is a VRSL-LocalUIControlPanel in your scene before attempting to export."); return;}
if(panel.fixtureSaveFile != "NONE")
{
try
{
VRSL_DMXPatchSettings asset = (VRSL_DMXPatchSettings) AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(panel.fixtureSaveFile), typeof(VRSL_DMXPatchSettings));
asset.ToJsonFile(true);
}
catch
{
Debug.LogError("VRSL Patch Exporter: Failed to export patch data.");
}
}
else
{
Debug.LogError("VRSL Patch Exporter: Fixture Save File Not Found. The file may have been lost or has not been created yet.");
}
}
[MenuItem("VRSL/Export/To MVR", priority = 503)]
public static void ExportToMVR()
{
CheckForLocalPanel();
if(!hasLocalPanel){Debug.LogWarning("VRSL Patch Exporter: Please make sure there is a VRSL-LocalUIControlPanel in your scene before attempting to export."); return;}
if(panel.fixtureSaveFile != "NONE")
{
try
{
VRSL_DMXPatchSettings asset = (VRSL_DMXPatchSettings) AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(panel.fixtureSaveFile), typeof(VRSL_DMXPatchSettings));
asset.ToMVRFile();
}
catch
{
Debug.LogError("VRSL Patch Exporter: Failed to export patch data.");
throw;
}
}
else
{
Debug.LogError("VRSL Patch Exporter: Fixture Save File Not Found. The file may have been lost or has not been created yet.");
}
}
[MenuItem("VRSL/Export/To PDF", priority = 504)]
public static void ExportToPDF()
{
CheckForLocalPanel();
if(!hasLocalPanel){Debug.LogWarning("VRSL Patch Exporter: Please make sure there is a VRSL-LocalUIControlPanel in your scene before attempting to export."); return;}
if(panel.fixtureSaveFile != "NONE")
{
try
{
VRSL_DMXPatchSettings asset = (VRSL_DMXPatchSettings) AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(panel.fixtureSaveFile), typeof(VRSL_DMXPatchSettings));
asset.ToPDF();
}
catch
{
Debug.LogError("VRSL Patch Exporter: Failed to export patch data.");
throw;
}
}
else
{
Debug.LogError("VRSL Patch Exporter: Fixture Save File Not Found. The file may have been lost or has not been created yet.");
}
}
}
}
#endif

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#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
namespace VRSL.EditorScripts
{
[Serializable]
public struct FixtureDefintion
{
public FixtureDefintion(string n)
{
name = n;
channelNames = new string[1];
foldOut = false;
}
public string name;
public string[] channelNames;
public bool foldOut;
public void SetNewChannelSize(int size)
{
string[] newChannelNames = new string[size];
int loopVal = 0;
if(channelNames != null)
{
if(newChannelNames.Length > channelNames.Length)
{
loopVal = channelNames.Length;
}
else
{
loopVal = newChannelNames.Length;
}
for(int i = 0; i < loopVal; i++)
{
newChannelNames[i] = channelNames[i];
}
channelNames = newChannelNames;
}
else
{
channelNames = new string[1];
channelNames[0] = "";
}
}
}
[CreateAssetMenuAttribute(menuName = "VRSL/DMX Fixture Definition File", fileName = "VRSL DMX Fixture Definitions")]
[System.Serializable]
public class VRSL_FixtureDefinitions : ScriptableObject
{
[HideInInspector]
public FixtureDefintion[] definitions = new FixtureDefintion[1];
public VRSL_FixtureDefinitions()
{
if(definitions != null)
{
if(definitions.Length > 0)
{
definitions[0].channelNames = new string[1];
}
}
}
public void ForceSave()
{
//string assetPath = AssetDatabase.GetAssetPath(this.GetInstanceID());
//if(targetScene != null)
//AssetDatabase.RenameAsset(assetPath, "VRSL DMX Fixture Definitions_" + targetScene.name);
UnityEditor.EditorUtility.SetDirty(this);
UnityEditor.AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Selection.activeObject = AssetDatabase.LoadAssetAtPath<VRSL_FixtureDefinitions>(AssetDatabase.GetAssetPath(this.GetInstanceID()));
}
public string[] GetNames()
{
string[] names = new string[definitions.Length];
for(int i = 0; i < definitions.Length; i++)
{
names[i] = definitions[i].name;
}
return names;
}
public string[] GetChannelDefinition(int defID)
{
return definitions[defID].channelNames;
}
public int DefinitionsArraySize
{
get
{
return definitions.Length;
}
set
{
FixtureDefintion[] newDefinitions = new FixtureDefintion[value];
int loopVal = 0;
if(newDefinitions.Length > definitions.Length)
{
loopVal = definitions.Length;
}
else
{
loopVal = newDefinitions.Length;
}
for(int i = 0; i < loopVal; i++)
{
newDefinitions[i] = definitions[i];
}
definitions = newDefinitions;
//definitions = new FixtureDefintion[value];
}
}
}
[CustomEditor(typeof(VRSL_FixtureDefinitions))]
public class VRSL_FixtureDefinitionss_Editor: Editor
{
void GuiLine( int i_height = 1 )
{
try{
//GUIStyle g = GUIStyle.none;
//g.fixedHeight = 6;
Rect rect = EditorGUILayout.GetControlRect(false, i_height);
rect.height = i_height;
EditorGUI.DrawRect(rect, new Color ( 0.5f,0.5f,0.5f, 1 ) );
}
catch(Exception e)
{
e.GetType();
}
}
private SerializedProperty definitions;
VRSL_FixtureDefinitions fd = null;
// SerializedObject so;
private void OnEnable()
{
// // Link the properties
fd = (VRSL_FixtureDefinitions) target;
// so = new SerializedObject(fd);
definitions = serializedObject.FindProperty("definitions");
}
public override void OnInspectorGUI()
{
DrawDefaultInspector();
serializedObject.Update();
// EditorGUI.BeginChangeCheck();
if(fd != null)
{
if(definitions.isArray)
{
int size = definitions.arraySize;
EditorGUILayout.BeginHorizontal();
int newSize = EditorGUILayout.IntField("Size", size);
newSize = Mathf.Abs(newSize);
if(GUILayout.Button("-", GUILayout.Width(25f)))
{
newSize--;
if(newSize < 1){newSize = 1;}
}
if(GUILayout.Button("+", GUILayout.Width(25f)))
{
newSize++;
}
EditorGUILayout.EndHorizontal();
if(GUILayout.Button("Save Changes"))
{
serializedObject.ApplyModifiedProperties();
fd.ForceSave();
}
GuiLine();
GUILayout.Space(25);
bool mainIncreased = false;
if (newSize != size)
{
definitions.arraySize = newSize;
fd.DefinitionsArraySize = newSize;
mainIncreased = newSize > size;
}
EditorGUI.indentLevel++;
//EditorGUI.indentLevel++;
//definitions.arraySize = EditorGUILayout.IntField("Size",definitions.arraySize);
for(int i = 0; i < newSize; i++)
{
EditorGUILayout.BeginVertical("box");
SerializedProperty defProp = definitions.GetArrayElementAtIndex(i);
SerializedProperty nameProp = defProp.FindPropertyRelative("name");
EditorGUILayout.BeginHorizontal("box");
nameProp.stringValue = EditorGUILayout.TextField("Definition " + (i+1).ToString(), nameProp.stringValue);
SerializedProperty channelNamesProp = defProp.FindPropertyRelative("channelNames");
if(i >= size && mainIncreased)
{
nameProp.stringValue = "";
if(channelNamesProp.isArray)
{
channelNamesProp.arraySize = 1;
fd.definitions[i].SetNewChannelSize(1);
SerializedProperty channel = channelNamesProp.GetArrayElementAtIndex(0);
channel.stringValue = "";
}
}
else
{
int chanSize = channelNamesProp.arraySize;
int newChanSize = chanSize;
if(GUILayout.Button("-", GUILayout.Width(25f)))
{
newChanSize--;
if(newChanSize < 1){newChanSize = 1;}
}
if(GUILayout.Button("+", GUILayout.Width(25f)))
{
newChanSize++;
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel++;
EditorGUI.indentLevel++;
defProp.FindPropertyRelative("foldOut").boolValue = EditorGUILayout.Foldout(defProp.FindPropertyRelative("foldOut").boolValue, "Channels");
if(defProp.FindPropertyRelative("foldOut").boolValue)
{
if(channelNamesProp.isArray)
{
bool increased = false;
if (newChanSize != chanSize)
{
channelNamesProp.arraySize = newChanSize;
fd.definitions[i].SetNewChannelSize(newChanSize);
increased = newChanSize > chanSize;
}
EditorGUI.indentLevel++;
// EditorGUI.indentLevel++;
for (int j = 0; j < newChanSize; j++)
{
SerializedProperty channel = channelNamesProp.GetArrayElementAtIndex(j);
channel.stringValue = EditorGUILayout.TextField("Channel " + (j + 1).ToString(), channel.stringValue);
if(j == newChanSize-1 && increased)
{
channel.stringValue = "";
}
}
// EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
}
}
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
}
EditorGUILayout.EndVertical();
GUILayout.Space(10);
}
EditorGUI.indentLevel--;
//EditorGUI.indentLevel--;
}
}
// if(EditorGUI.EndChangeCheck())
// {
serializedObject.ApplyModifiedProperties();
// if(fd != null)
// {
// fd.ForceSave()
// }
// }
}
}
}
#endif

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace VRSL.EditorScripts
{
public class VRSL_ManagerWindowSettings : ScriptableObject
{
[Header("DMX Volumetric Meshes")]
public Mesh highPolySpotlightVolumetric;
public Mesh mediumPolySpotlightVolumetric;
public Mesh lowPolySpotlightVolumetric;
public Mesh highPolyWashlightVolumetric;
public Mesh mediumPolyWashlightVolumetric;
public Mesh lowPolyWashlightVolumetric;
[Header("AudioLink Volumetric Meshes")]
public Mesh highPolySpotlightVolumetricAudioLink;
public Mesh mediumPolySpotlightVolumetricAudioLink;
public Mesh lowPolySpotlightVolumetricAudioLink;
public Mesh highPolyWashlightVolumetricAudioLink;
public Mesh mediumPolyWashlightVolumetricAudioLink;
public Mesh lowPolyWashlightVolumetricAudioLink;
public Mesh GetSpotLightMesh(int type)
{
switch(type)
{
default:
return highPolySpotlightVolumetric;
case 1:
return mediumPolySpotlightVolumetric;
case 2:
return lowPolySpotlightVolumetric;
}
}
public Mesh GetWashLightMesh(int type)
{
switch(type)
{
default:
return highPolyWashlightVolumetric;
case 1:
return mediumPolyWashlightVolumetric;
case 2:
return lowPolyWashlightVolumetric;
}
}
public Mesh GetAudioLinkSpotLightMesh(int type)
{
switch(type)
{
default:
return highPolySpotlightVolumetricAudioLink;
case 1:
return mediumPolySpotlightVolumetricAudioLink;
case 2:
return lowPolySpotlightVolumetricAudioLink;
}
}
public Mesh GetAudioLinkWashLightMesh(int type)
{
switch(type)
{
default:
return highPolyWashlightVolumetricAudioLink;
case 1:
return mediumPolyWashlightVolumetricAudioLink;
case 2:
return lowPolyWashlightVolumetricAudioLink;
}
}
}
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#if !COMPILER_UDONSHARP && UNITY_EDITOR
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace VRSL.EditorScripts
{
public class VRSL_MaterialExporter : Editor
{
[MenuItem("VRSL/Utilties/Generate Unique VRSL Materials", priority = 251)]
public static void GenerateUniqueVRSLMaterials()
{
//Get target folder and scene name
string folderPath = EditorUtility.OpenFolderPanel("Select Folder To Save Materials In","Assets", "");
try
{
int assetIndex = folderPath.IndexOf("Assets");
folderPath = folderPath.Substring(assetIndex);
}
catch (Exception e)
{
Debug.LogError(e.Message);
return;
}
string sceneName = SceneManager.GetActiveScene().name;
//Find all objects in scene and get their materials if they are VRSL materials
Transform[] transforms = FindObjectsOfType<Transform>();
Dictionary<string,Material> vrslMats = new Dictionary<string, Material>();
for(int i = 0; i < transforms.Length; i++)
{
Renderer rend = transforms[i].gameObject.GetComponent<Renderer>();
if(rend == null){continue;}
Material mat = rend.sharedMaterial;
if(!vrslMats.ContainsValue(mat))
{
if(mat.name.StartsWith("VRSL"))
{
try{
vrslMats.Add(mat.name, mat);
}
catch(ArgumentException e)
{
string trace = e.StackTrace;
}
}
}
}
//Make copies of materials and save them to folder
Dictionary<string,Material> vrslMatsCopy = new Dictionary<string,Material>(vrslMats);
var keys = new List<string>(vrslMatsCopy.Keys);
string newFolderName = "VRSLMaterials-" + sceneName;
AssetDatabase.CreateFolder(folderPath, newFolderName);
foreach (string key in keys)
{
vrslMatsCopy[key] = new Material(vrslMats[key]);
vrslMatsCopy[key].name = sceneName + "-" + vrslMatsCopy[key].name;
AssetDatabase.CreateAsset(vrslMatsCopy[key], folderPath + "/" + newFolderName + "/" + vrslMatsCopy[key].name + ".mat");
}
//Apply new materials to objects.
for(int i = 0; i < transforms.Length; i++)
{
Renderer rend = transforms[i].gameObject.GetComponent<Renderer>();
if(rend == null){continue;}
Material mat = rend.sharedMaterial;
if(vrslMats.ContainsValue(mat))
{
mat = vrslMatsCopy[mat.name];
}
rend.material = mat;
Undo.RecordObject(rend, "Generate Unique VRSL Materials");
if(PrefabUtility.IsPartOfAnyPrefab(rend))
{
PrefabUtility.RecordPrefabInstancePropertyModifications(rend);
}
}
VRSL_LocalUIControlPanel controlPanel = FindFirstObjectByType<VRSL_LocalUIControlPanel>();
if(controlPanel != null)
{
for(int i = 0; i < controlPanel.laserMaterials.Length; i++){
if(vrslMats.ContainsValue(controlPanel.laserMaterials[i]))
{
controlPanel.laserMaterials[i] = vrslMatsCopy[controlPanel.laserMaterials[i].name];
}
}
for(int i = 0; i < controlPanel.fixtureMaterials.Length; i++){
if(vrslMats.ContainsValue(controlPanel.fixtureMaterials[i]))
{
controlPanel.fixtureMaterials[i] = vrslMatsCopy[controlPanel.fixtureMaterials[i].name];
}
}
for(int i = 0; i < controlPanel.discoBallMaterials.Length; i++){
if(vrslMats.ContainsValue(controlPanel.discoBallMaterials[i]))
{
controlPanel.discoBallMaterials[i] = vrslMatsCopy[controlPanel.discoBallMaterials[i].name];
}
}
for(int i = 0; i < controlPanel.projectionMaterials.Length; i++){
if(vrslMats.ContainsValue(controlPanel.projectionMaterials[i]))
{
controlPanel.projectionMaterials[i] = vrslMatsCopy[controlPanel.projectionMaterials[i].name];
}
}
for(int i = 0; i < controlPanel.volumetricMaterials.Length; i++){
if(vrslMats.ContainsValue(controlPanel.volumetricMaterials[i]))
{
controlPanel.volumetricMaterials[i] = vrslMatsCopy[controlPanel.volumetricMaterials[i].name];
}
}
Undo.RecordObject(controlPanel, "Generate Unique VRSL Materials");
if(PrefabUtility.IsPartOfAnyPrefab(controlPanel))
{
PrefabUtility.RecordPrefabInstancePropertyModifications(controlPanel);
}
}
}
}
}
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Editor/VRSL_UdonEditor.cs Normal file
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using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
using UnityEngine.UI;
using System.Threading;
using VRC.SDKBase.Midi;
#if !COMPILER_UDONSHARP && UNITY_EDITOR
using UnityEditor;
using UdonSharpEditor;
using UnityEngine.SceneManagement;
//using VRC.Udon;
using VRC.Udon.Common;
using VRC.Udon.Common.Interfaces;
using System.Collections.Immutable;
using System;
using System.IO;
using System.Collections.Generic;
#endif
namespace VRSL.EditorScripts
{
#if !COMPILER_UDONSHARP && UNITY_EDITOR
[CanEditMultipleObjects]
public class VRSL_UdonEditor : Editor
{
public static Texture logo;
// public static string ver = "VR Stage Lighting ver:" + " <b><color=#6a15ce> 2.4</color></b>";
public void OnEnable()
{
logo = Resources.Load("VRStageLighting-Logo") as Texture;
}
public static string GetVersion()
{
string path = Application.dataPath;
path = path.Replace("Assets","");
path += "Packages" + "\\" + "com.acchosen.vr-stage-lighting" + "\\";
path += "Runtime" + "\\" + "VERSION.txt";
StreamReader reader = new StreamReader(path);
string versionNum = reader.ReadToEnd();
string ver = "VR Stage Lighting ver:" + " <b><color=#b33cff>" + versionNum + "</color></b>";
return ver;
}
public static void DrawLogo()
{
Vector2 contentOffset = new Vector2(0f, -2f);
GUIStyle style = new GUIStyle(EditorStyles.label);
style.fixedHeight = 150;
//style.fixedWidth = 300;
style.contentOffset = contentOffset;
style.alignment = TextAnchor.MiddleCenter;
var rect = GUILayoutUtility.GetRect(300f, 140f, style);
GUI.Box(rect, logo,style);
}
private static Rect DrawShurikenCenteredTitle(string title, Vector2 contentOffset, int HeaderHeight)
{
var style = new GUIStyle("ShurikenModuleTitle");
style.font = new GUIStyle(EditorStyles.boldLabel).font;
style.border = new RectOffset(15, 7, 4, 4);
style.fontSize = 14;
style.fixedHeight = HeaderHeight;
style.contentOffset = contentOffset;
style.alignment = TextAnchor.MiddleCenter;
var rect = GUILayoutUtility.GetRect(16f, HeaderHeight, style);
GUI.Box(rect, title, style);
return rect;
}
public static void ShurikenHeaderCentered(string title)
{
DrawShurikenCenteredTitle(title, new Vector2(0f, -2f), 22);
}
}
#endif
#if !COMPILER_UDONSHARP && UNITY_EDITOR
[CustomEditor(typeof(VRStageLighting_DMX_Static))]
[CanEditMultipleObjects]
public class VRStageLighting_DMX_Static_Editor : VRSL_UdonEditor
{
GUIStyle l, I;
GUIContent colorLabel;
VRSL_LocalUIControlPanel panel;
string[] fixDefinitionNames = new string[1];
// SerializedProperty _globalIntensity;
public static GUIStyle InfoLabel()
{
GUIStyle g = new GUIStyle();
g.fontSize = 13;
g.fontStyle = FontStyle.Italic;
g.normal.textColor = Color.white;
return g;
}
public static GUIStyle SectionLabel()
{
GUIStyle g = new GUIStyle();
g.fontSize = 15;
g.fontStyle = FontStyle.Bold;
g.normal.textColor = Color.white;
return g;
}
public new void OnEnable()
{
base.OnEnable();
l = SectionLabel();
I = InfoLabel();
colorLabel = new GUIContent();
colorLabel.text = "Emission Color";
// _globalIntensity = serializedObject.FindProperty("globalIntensity");
EditorApplication.hierarchyChanged += HierarchyChanged;
SceneView.duringSceneGui += this.OnSceneGUI;
GetPanel();
}
void OnSceneGUI(SceneView sceneView)
{
}
string[] GetFixtureOptions(string fixtureDefGUID)
{
VRSL_FixtureDefinitions fixDefAsset = (VRSL_FixtureDefinitions) AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(fixtureDefGUID), typeof(VRSL_FixtureDefinitions));
return fixDefAsset.GetNames();
}
public void GetPanel()
{
List<GameObject> sceneObjects = GetAllObjectsOnlyInScene();
foreach(GameObject go in sceneObjects)
{
panel = go.GetComponent<VRSL_LocalUIControlPanel>();
if(panel != null)
{
fixDefinitionNames = GetFixtureOptions(panel.fixtureDefGUID);
break;
}
}
}
static List<GameObject> GetAllObjectsOnlyInScene()
{
List<GameObject> objectsInScene = new List<GameObject>();
foreach (GameObject go in Resources.FindObjectsOfTypeAll(typeof(GameObject)) as GameObject[])
{
if (!EditorUtility.IsPersistent(go.transform.root.gameObject) && !(go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave))
objectsInScene.Add(go);
}
return objectsInScene;
}
void OnDisable( )
{
EditorApplication.hierarchyChanged -= HierarchyChanged;
SceneView.duringSceneGui -= this.OnSceneGUI;
}
private void HierarchyChanged()
{
VRStageLighting_DMX_Static fixture = (VRStageLighting_DMX_Static)target;
UpdateSettings(fixture);
}
void UpdateSettings(VRStageLighting_DMX_Static fixture)
{
try{
if(fixture.objRenderers.Length > 0)
{
bool isEmpty = false;
foreach(MeshRenderer rend in fixture.objRenderers)
{
if(rend == null)
{
isEmpty = true;
break;
}
}
if(!isEmpty)
{
fixture._SetProps();
if(Application.isPlaying)
{
fixture._UpdateInstancedProperties();
}
else
{
fixture._UpdateInstancedPropertiesSansDMX();
}
}
}
}
catch(NullReferenceException e)
{
e.ToString();
}
}
public override void OnInspectorGUI()
{
serializedObject.Update();
if (UdonSharpGUI.DrawDefaultUdonSharpBehaviourHeader(target)) return;
DrawLogo();
ShurikenHeaderCentered(GetVersion());
EditorGUILayout.Space();
EditorGUILayout.Space();
//EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space();
VRStageLighting_DMX_Static fixture = (VRStageLighting_DMX_Static)target;
//EditorGUIUtility.LookLikeInspector();
EditorGUI.BeginChangeCheck();
//base.OnInspectorGUI();
//DMX SETTINGS SECTION
GUILayout.Label("DMX Settings", l);
serializedObject.FindProperty("enableDMXChannels").boolValue = EditorGUILayout.Toggle(new GUIContent("Enable DMX",
"The industry standard DMX Channel this fixture begins on. Most standard VRSL fixtures are 13 channels"), fixture.enableDMXChannels);
if(serializedObject.FindProperty("enableDMXChannels").boolValue && panel != null)
{
EditorGUI.indentLevel++;
serializedObject.FindProperty("fixtureDefintion").intValue = EditorGUILayout.Popup("Fixture Type",serializedObject.FindProperty("fixtureDefintion").intValue, fixDefinitionNames);
EditorGUI.indentLevel--;
}
serializedObject.FindProperty("nineUniverseMode").boolValue = EditorGUILayout.Toggle(new GUIContent("Extended Universe Mode",
"Enables 9-Universe mode for this fixture. The grid will be split up by RGB channels with each section and color representing a universe." +
" Only availble on the Vertical and Horizontal Grid nodes."), fixture.nineUniverseMode);
serializedObject.FindProperty("fixtureID").intValue = EditorGUILayout.IntField(new GUIContent("Fixture ID",
"The ID number for this fixture. This is mostly for organizational purposes and is entirely optional. Most DMX software have an ID attached to each fixture to run the fixtures through commands more easily, and it is recommended to have those IDs lined up here as well for the sake simplicity. This ID is public and can also be used for Udon scripting as well."),fixture.fixtureID);
serializedObject.FindProperty("useLegacySectorMode").boolValue = EditorGUILayout.Toggle(new GUIContent("Enable Legacy Sector Mode",
"Enables the legacy 'Sector' based method of assigning DMX Channels. Keep this unchecked to use industry standard DMX Channels."), fixture.useLegacySectorMode);
if(fixture.useLegacySectorMode)
{
serializedObject.FindProperty("sector").intValue = EditorGUILayout.IntField(new GUIContent("Sector",
"Chooses the DMX Address to start this fixture at. A Sector in this context is every 13 Channels. I.E Sector 0 is channels 1-13, Sector 1 is channels 14-26, etc."),fixture.sector);
serializedObject.FindProperty("singleChannelMode").boolValue = EditorGUILayout.Toggle(new GUIContent("Enable Single Channel Mode",
"Enables single channel DMX mode for this fixture. This is for single channeled fixtures instead of the standard 13-channeled ones. Currently, the 'Flasher' fixture is the only single-channeled fixture at the moment"), fixture.singleChannelMode);
if(fixture.singleChannelMode)
{
serializedObject.FindProperty("Channel").intValue = EditorGUILayout.IntSlider(new GUIContent("Single Channel CH",
"Chooses the which of the 13 Channels of the current sector to sample from when single channel mode is enabled. Do not worry about this value if you are not using a single-channeled fixture."),fixture.Channel, 0, 12);
}
}
else
{
serializedObject.FindProperty("dmxChannel").intValue = EditorGUILayout.IntSlider(new GUIContent("DMX Channel",
"The industry standard DMX Channel this fixture begins on. Most standard VRSL fixtures are 13 channels"),fixture.dmxChannel, 1, 512);
serializedObject.FindProperty("dmxUniverse").intValue = EditorGUILayout.IntSlider(new GUIContent("Universe",
"The industry standard Artnet Universe. Use this to choose which universe to read the DMX Channel from."),fixture.dmxUniverse, 1, 9);
}
EditorGUILayout.Space();
EditorGUILayout.Space();
GUILayout.Label(fixture._DMXChannelToString(), I);
EditorGUILayout.Space();
EditorGUILayout.Space();
serializedObject.FindProperty("legacyGoboRange").boolValue = EditorGUILayout.Toggle(new GUIContent("Enable Legacy Gobo Range",
"Use Only the first 6 gobos instead of all. This is for legacy content where only 6 gobos were originally supported and the channel range was different."), fixture.legacyGoboRange);
EditorGUILayout.Space();
EditorGUILayout.Space();
//GENERAL SETTINGS
GUILayout.Label("General Settings", l);
serializedObject.FindProperty("globalIntensity").floatValue = EditorGUILayout.Slider(new GUIContent("Global Intensity",
"Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity."), fixture.globalIntensity, 0.0f, 1.0f);
EditorGUILayout.PropertyField( serializedObject.FindProperty("finalIntensityComponentMode"), new GUIContent("Control Component Intensities"));
EditorGUI.indentLevel++;
if(serializedObject.FindProperty("finalIntensityComponentMode").boolValue){
serializedObject.FindProperty("finalIntensityVolumetric").floatValue = EditorGUILayout.Slider(new GUIContent("Volumetric Intensity",
"Sets the maximum brightness value of Global Intensity for volumetric meshes only. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensityVolumetric, 0.0f, 1.0f);
serializedObject.FindProperty("finalIntensityProjection").floatValue = EditorGUILayout.Slider(new GUIContent("Projection Intensity",
"Sets the maximum brightness value of Global Intensity for projection meshes only. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensityProjection, 0.0f, 1.0f);
serializedObject.FindProperty("finalIntensityFixture").floatValue = EditorGUILayout.Slider(new GUIContent("Fixture/Other Intensity",
"Sets the maximum brightness value of Global Intensity for everything else. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensityFixture, 0.0f, 1.0f);
}
else{
serializedObject.FindProperty("finalIntensity").floatValue = EditorGUILayout.Slider(new GUIContent("Final Intensity",
"Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensity, 0.0f, 1.0f);
}
EditorGUI.indentLevel--;
serializedObject.FindProperty("lightColorTint").colorValue = EditorGUILayout.ColorField(colorLabel, fixture.lightColorTint, true, true, true);
EditorGUILayout.Space();
EditorGUILayout.Space();
//MOVEMENT SETTINGS
GUILayout.Label("Movement Settings", l);
serializedObject.FindProperty("invertPan").boolValue = EditorGUILayout.Toggle(new GUIContent("Invert Pan",
"Invert the tilt values (Up/Down Movement) for movers."), fixture.invertPan);
serializedObject.FindProperty("invertTilt").boolValue = EditorGUILayout.Toggle(new GUIContent("Invert Tilt",
"Enable this if the mover is hanging upside down."), fixture.invertTilt);
serializedObject.FindProperty("isUpsideDown").boolValue = EditorGUILayout.Toggle(new GUIContent("Is Upside Down?",
"Enable projection spinning (Udon Override Only)."), fixture.isUpsideDown);
serializedObject.FindProperty("maxMinPan").floatValue = EditorGUILayout.FloatField(new GUIContent("Max/Min Pan Range",
"Control the range of rotation for the pan channel of the fixture"), fixture.maxMinPan);
serializedObject.FindProperty("maxMinTilt").floatValue = EditorGUILayout.FloatField(new GUIContent("Max/Min Tilt Range",
"Control the range of rotation for the tilt channel of the fixture"), fixture.maxMinTilt);
EditorGUILayout.Space();
EditorGUILayout.Space();
//FIXTURE SETTINGS
GUILayout.Label("Fixture Settings", l);
serializedObject.FindProperty("enableAutoSpin").boolValue = EditorGUILayout.Toggle(new GUIContent("Enable Projection Spin",
"Enable projection spinning (Udon Override Only)."), fixture.enableAutoSpin);
serializedObject.FindProperty("enableStrobe").boolValue = EditorGUILayout.Toggle(new GUIContent("Enable Strobe Functionality",
"Enable strobe effects (via DMX Only)."), fixture.enableStrobe);
serializedObject.FindProperty("tiltOffsetBlue").floatValue = EditorGUILayout.Slider(new GUIContent("Tilt Offset",
"Tilt (Up/Down) offset/movement. Directly controls tilt when in Udon Mode; is an offset when in DMX mode."), fixture.tiltOffsetBlue, 0.0f, 360.0f);
serializedObject.FindProperty("panOffsetBlueGreen").floatValue = EditorGUILayout.Slider(new GUIContent("Pan Offset",
"Pan (Left/Right) offset/movement. Directly controls pan when in Udon Mode; is an offset when in DMX mode."), fixture.panOffsetBlueGreen, 0.0f, 360.0f);
serializedObject.FindProperty("selectGOBO").intValue = EditorGUILayout.IntSlider(new GUIContent("Projection GOBO Selection",
"The meshes used to make up the light. You need atleast 1 mesh in this group for the script to work properly."), fixture.selectGOBO, 1, 8);
EditorGUILayout.Space();
EditorGUILayout.Space();
//MESH SETTINGS
GUILayout.Label("Mesh Settings", l);
serializedObject.FindProperty("coneWidth").floatValue = EditorGUILayout.Slider(new GUIContent("Fixture Cone Width",
"Controls the radius of a mover/spot light."), fixture.coneWidth, 0.0f, 5.5f);
serializedObject.FindProperty("coneLength").floatValue = EditorGUILayout.Slider(new GUIContent("Fixture Cone Length",
"Controls the length of the cone of a mover/spot light."), fixture.coneLength, 0.5f, 10.0f);
serializedObject.FindProperty("maxConeLength").floatValue = EditorGUILayout.Slider("Max Cone Length", fixture.maxConeLength, 0.275f, 10.0f);
SerializedProperty meshRends = serializedObject.FindProperty("objRenderers");
EditorGUILayout.PropertyField(meshRends, true);
if(EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
UpdateSettings(fixture);
//EditorGUIUtility.LookLikeControls();
}
}
}
#endif
#if !COMPILER_UDONSHARP && UNITY_EDITOR
[CustomEditor(typeof(VRStageLighting_AudioLink_Laser))]
[CanEditMultipleObjects]
public class VRStageLighting_AudioLink_Laser_Editor : VRSL_UdonEditor
{
void OnSceneGUI(SceneView sceneView)
{
}
new void OnEnable( )
{
base.OnEnable();
EditorApplication.hierarchyChanged += HierarchyChanged;
SceneView.duringSceneGui += this.OnSceneGUI;
}
void OnDisable( )
{
EditorApplication.hierarchyChanged -= HierarchyChanged;
SceneView.duringSceneGui -= this.OnSceneGUI;
}
private void HierarchyChanged( )
{
VRStageLighting_AudioLink_Laser fixture = (VRStageLighting_AudioLink_Laser)target;
UpdateSettings(fixture);
}
void UpdateSettings(VRStageLighting_AudioLink_Laser fixture)
{
if(fixture.objRenderers.Length > 0)
{
bool isEmpty = false;
foreach(MeshRenderer rend in fixture.objRenderers)
{
if(rend == null)
{
isEmpty = true;
break;
}
}
if(!isEmpty)
{
fixture._SetProps();
if(Application.isPlaying)
{
fixture._UpdateInstancedProperties();
}
else
{
fixture._UpdateInstancedPropertiesSansAudioLink();
}
}
}
}
public static GUIStyle SectionLabel()
{
GUIStyle g = new GUIStyle();
g.fontSize = 15;
g.fontStyle = FontStyle.Bold;
g.normal.textColor = Color.white;
return g;
}
public override void OnInspectorGUI()
{
if (UdonSharpGUI.DrawDefaultUdonSharpBehaviourHeader(target)) return;
DrawLogo();
ShurikenHeaderCentered(GetVersion());
EditorGUILayout.Space();
EditorGUILayout.Space();
//EditorGUILayout.Space();
VRStageLighting_AudioLink_Laser fixture = (VRStageLighting_AudioLink_Laser)target;
EditorGUI.BeginChangeCheck();
base.OnInspectorGUI();
if(EditorGUI.EndChangeCheck())
{
UpdateSettings(fixture);
}
}
}
#endif
#if !COMPILER_UDONSHARP && UNITY_EDITOR
[InitializeOnLoad]
[CustomEditor(typeof(VRStageLighting_AudioLink_Static))]
[CanEditMultipleObjects]
public class VRStageLighting_AudioLink_Static_Editor : VRSL_UdonEditor
{
void OnSceneGUI(SceneView sceneView)
{
}
new void OnEnable( )
{
base.OnEnable();
EditorApplication.hierarchyChanged += HierarchyChanged;
SceneView.duringSceneGui += this.OnSceneGUI;
}
void OnDisable( )
{
EditorApplication.hierarchyChanged -= HierarchyChanged;
SceneView.duringSceneGui -= this.OnSceneGUI;
}
void UpdateSettings(VRStageLighting_AudioLink_Static fixture)
{
try{
if(fixture.objRenderers.Length > 0)
{
bool isEmpty = false;
foreach(MeshRenderer rend in fixture.objRenderers)
{
if(rend == null)
{
isEmpty = true;
break;
}
}
if(!isEmpty)
{
fixture._SetProps();
if(Application.isPlaying)
{
fixture._UpdateInstancedProperties();
}
else
{
fixture._UpdateInstancedPropertiesSansAudioLink();
fixture._CheckConstraints(fixture);
}
}
}
}
catch(NullReferenceException e)
{
e.ToString();
}
}
private void HierarchyChanged( )
{
VRStageLighting_AudioLink_Static fixture = (VRStageLighting_AudioLink_Static)target;
UpdateSettings(fixture);
}
public static GUIStyle SectionLabel()
{
GUIStyle g = new GUIStyle();
g.fontSize = 14;
g.fontStyle = FontStyle.Bold;
g.normal.textColor = new Color(0.8f, 0.8f, 0.8f);
return g;
}
void GuiLine( int i_height = 1 )
{
try{
//GUIStyle g = GUIStyle.none;
//g.fixedHeight = 6;
Rect rect = EditorGUILayout.GetControlRect(false, i_height);
rect.height = i_height;
EditorGUI.DrawRect(rect, new Color ( 0.5f,0.5f,0.5f, 1 ) );
}
catch(Exception e)
{
e.GetType();
}
}
public override void OnInspectorGUI()
{
if (UdonSharpGUI.DrawDefaultUdonSharpBehaviourHeader(target)) return;
DrawLogo();
ShurikenHeaderCentered(GetVersion());
EditorGUILayout.Space();
EditorGUILayout.Space();
VRStageLighting_AudioLink_Static fixture = (VRStageLighting_AudioLink_Static)target;
EditorGUI.BeginChangeCheck();
base.OnInspectorGUI();
EditorGUILayout.Space();
GuiLine();
EditorGUILayout.Space();
EditorGUILayout.LabelField("Fine Intensity Controls", SectionLabel());
serializedObject.Update();
EditorGUILayout.PropertyField( serializedObject.FindProperty("finalIntensityComponentMode"), new GUIContent("Control Component Intensities"));
EditorGUI.indentLevel++;
if(serializedObject.FindProperty("finalIntensityComponentMode").boolValue){
serializedObject.FindProperty("finalIntensityVolumetric").floatValue = EditorGUILayout.Slider(new GUIContent("Volumetric Intensity",
"Sets the maximum brightness value of Global Intensity for volumetric meshes only. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensityVolumetric, 0.0f, 1.0f);
serializedObject.FindProperty("finalIntensityProjection").floatValue = EditorGUILayout.Slider(new GUIContent("Projection Intensity",
"Sets the maximum brightness value of Global Intensity for projection meshes only. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensityProjection, 0.0f, 1.0f);
serializedObject.FindProperty("finalIntensityFixture").floatValue = EditorGUILayout.Slider(new GUIContent("Fixture/Other Intensity",
"Sets the maximum brightness value of Global Intensity for everything else. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensityFixture, 0.0f, 1.0f);
}
else{
serializedObject.FindProperty("finalIntensity").floatValue = EditorGUILayout.Slider(new GUIContent("Final Intensity",
"Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensity, 0.0f, 1.0f);
}
if(EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
UpdateSettings(fixture);
//EditorGUIUtility.LookLikeControls();
}
}
}
#endif
#if UNITY_EDITOR && !COMPILER_UDONSHARP
// ensure class initializer is called whenever scripts recompile
[InitializeOnLoad]
public static class PlayModeStateChanged
{
// register an event handler when the class is initialized
static PlayModeStateChanged()
{
EditorApplication.playModeStateChanged += LogPlayModeState;
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened += OnEditorSceneManagerSceneOpened;
EditorApplication.update += RunOnce;
//LoadFixtureSettings();
}
static void RunOnce()
{
LoadFixtureSettings();
// Debug.Log("Running Once... " + EditorApplication.update);
EditorApplication.update -= RunOnce;
}
static void OnEditorSceneManagerSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode)
{
//Debug.LogFormat("SceneOpened: {0}", scene.name);
LoadFixtureSettings();
}
private static void LogPlayModeState(PlayModeStateChange state)
{
// Debug.Log(state);
if(state == PlayModeStateChange.EnteredEditMode)
{
LoadFixtureSettings();
}
}
[RuntimeInitializeOnLoadMethod]
private static void LoadFixtureSettings()
{
GameObject[] objs;
try
{
Scene scene = SceneManager.GetActiveScene();
objs = scene.GetRootGameObjects();
}
catch(NullReferenceException e)
{
e.GetType();
return;
}
try
{
foreach(GameObject obj in objs)
{
#pragma warning disable 0618 //suppressing obsoletion warnings
//VRStageLighting_RAW_Static[] staticLights = obj.GetUdonSharpComponentsInChildren<VRStageLighting_RAW_Static>();
VRStageLighting_AudioLink_Static[] audioLinkLights = obj.GetUdonSharpComponentsInChildren<VRStageLighting_AudioLink_Static>();
// VRStageLighting_Animated_Static[] animatedLights = obj.GetUdonSharpComponentsInChildren<VRStageLighting_Animated_Static>();
VRStageLighting_DMX_Static[] dmxLights = obj.GetUdonSharpComponentsInChildren<VRStageLighting_DMX_Static>();
//VRStageLighting_RAW_Laser[] rawLasers = obj.GetUdonSharpComponentsInChildren<VRStageLighting_RAW_Laser>();
VRStageLighting_AudioLink_Laser[] audioLinkLasers = obj.GetUdonSharpComponentsInChildren<VRStageLighting_AudioLink_Laser>();
// VRStageLighting_DMX_Static[] dmxLights = obj.GetUdonSharpComponentsInChildren<VRStageLighting_DMX_Static>();
VRSL_LocalUIControlPanel[] controlPanels = obj.GetUdonSharpComponentsInChildren<VRSL_LocalUIControlPanel>();
#pragma warning restore 0618 //suppressing obsoletion warnings
if(dmxLights != null)
{
foreach(VRStageLighting_DMX_Static fixture in dmxLights)
{
fixture._SetProps();
if(Application.isPlaying)
{
fixture._UpdateInstancedProperties();
}
else
{
fixture._UpdateInstancedPropertiesSansDMX();
}
}
}
if(audioLinkLasers != null)
{
foreach(VRStageLighting_AudioLink_Laser fixture in audioLinkLasers)
{
if(fixture.objRenderers.Length > 0 && fixture.objRenderers[0] != null)
{
fixture._SetProps();
if(Application.isPlaying)
{
fixture._UpdateInstancedProperties();
}
else
{
fixture._UpdateInstancedPropertiesSansAudioLink();
}
}
}
}
if(audioLinkLights != null)
{
foreach(VRStageLighting_AudioLink_Static fixture in audioLinkLights)
{
if(fixture.objRenderers.Length > 0 && fixture.objRenderers[0] != null)
{
fixture._SetProps();
if(Application.isPlaying)
{
fixture._UpdateInstancedProperties();
}
else
{
fixture._UpdateInstancedPropertiesSansAudioLink();
}
}
}
}
if(controlPanels != null)
{
foreach(VRSL_LocalUIControlPanel panel in controlPanels)
{
panel._CheckDepthLightStatus();
//Debug.Log("AutoChecking Status");
}
}
}
}
catch(NullReferenceException e)
{
e.GetType();
return;
}
}
}
#endif
}

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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
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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 aim to avoid things such as real-time unity lights and using cost saving measures such as GPU-instancing and batching.
# GET THE VPM PACKAGE [@ VPM.VRSL.DEV](https://vpm.vrsl.dev)
### SEE ALL THESE SYSTEMS LIVE IN VRCHAT [@ CLUB ORION](https://vrchat.com/home/launch?worldId=wrld_b2d9f284-3a77-4a8a-a58e-f8427f87ba79)
### JOIN THE GROWING VRSL COMMUNITY ON OUR DISCORD [@ VRSL.DEV](https://vrsl.dev)
### CHECK OUT AN EXAMPLE ORION MUSIC FESTIVAL'S IMPLEMENTATION OF VRSL (Click the image below)!:
[![VRSL EXample Video](https://imgur.com/RsnNnML.png)](https://youtu.be/b6SjQHFF6Qo "Defreeze at Orion Music Festival 2022")
## 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)!

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