Speckle shader

This commit is contained in:
JR-Morgan
2021-12-11 00:35:49 +00:00
parent 59ec7af536
commit 11a154a98e
11 changed files with 267 additions and 25 deletions
+126
View File
@@ -0,0 +1,126 @@
Shader "Unlit/Speckle"
{
Properties
{
_Thickness("Thickness", Range(0, 1)) = 0.32
_Margin("Margin", Range(0, 1)) = 0.15
_Mul("Multiple", int) = 32
_GridSize("Grid Size", int) = 32
_Color0("Color 0", Color) = (0.8, 0.8, 0.8, 1)
_Color1("Color 1", Color) = (0.85, 0.85, 0.85, 1)
_Saturation("Saturation", range(0,1)) = 0.05
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#pragma target 2.0
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 tex_coord : TEXCOORD0;
UNITY_FOG_COORDS(1)
};
float _Thickness;
float _Margin;
int _Mul;
int _GridSize;
fixed4 _Color0;
fixed4 _Color1;
float _Saturation;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.tex_coord = v.uv;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed top = +0.5;
fixed left = -1;
fixed base = -0.5;
fixed4 background = _Color0;
{ //Coarse grid
float2 grid_pos = (i.tex_coord + 0.5) * _Mul / _GridSize;
grid_pos = grid_pos - floor(grid_pos);
if(grid_pos.x > 0.5 ^ grid_pos.y > 0.5)
{
background = _Color1;
}
}
{ //Fine Grid
float2 grid_pos = (i.tex_coord + 0.5) * _Mul / 2.0;
grid_pos = grid_pos - floor(grid_pos);
if(grid_pos.x > 0.5 ^ grid_pos.y > 0.5)
{
top = -top;
left = -left;
base = -base;
}
}
float2 cell_pos = (i.tex_coord + 0.5) * _Mul;
cell_pos = cell_pos - floor(cell_pos);
//cell_pos between 0-1 for each Speckle cube
fixed grey;
//Cube
{
if(cell_pos.x + cell_pos.y < 1.0)
grey = left;
else
grey = top;
if(cell_pos.x > _Thickness && cell_pos.y < 1.0 -_Thickness)
grey = base;
}
//Ears
if( cell_pos.x + cell_pos.y < _Thickness
|| 1.0 - cell_pos.x + 1.0 - cell_pos.y < _Thickness)
{
grey = 0;
}
//Margins
const bool inCube = cell_pos.x > _Margin && cell_pos.y < 1.0 -_Margin;
if(!inCube) grey = 0;
fixed4 col = background += grey * _Saturation;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: b618a3e2f8c16294c889846d16994d80
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,85 @@
%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: SpeckleSurface
m_Shader: {fileID: 4800000, guid: b618a3e2f8c16294c889846d16994d80, 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}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- _BumpScale: 1
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _GridSize: 256
- _Margin: 0.15
- _Metallic: 0
- _Mode: 0
- _Mul: 8192
- _OcclusionStrength: 1
- _Parallax: 0.02
- _Saturation: 0.05
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Thickness: 0.32
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _Color0: {r: 0.8, g: 0.8, b: 0.8, a: 1}
- _Color1: {r: 0.85, g: 0.85, b: 0.85, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
m_BuildTextureStacks: []
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 2830afbce900e634985de6a3930d9608
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:
+8
View File
@@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Speckle.Core.Api;
using Speckle.Core.Logging;
using UnityEngine;
using UnityEngine.UI;
@@ -157,6 +158,13 @@ namespace Speckle.ConnectorUnity
statusText.text = $"Sent {commitId}";
sendProgress.gameObject.SetActive(false); //hide
});
},
onErrorAction: (id, e) =>
{
MakeButtonsInteractable(true);
statusText.text = $"Error {id}";
sendProgress.gameObject.SetActive(false); //hide
throw new SpeckleException(e.Message, e);
});
}
);
+2 -1
View File
@@ -22,6 +22,7 @@ namespace Speckle.ConnectorUnity
private List<Stream> StreamList = null;
private Stream SelectedStream = null;
private List<GameObject> StreamPanels = new List<GameObject>();
async void Start()
{
@@ -82,7 +83,7 @@ namespace Speckle.ConnectorUnity
private async void AddReceiver()
{
var autoReceive = AutoReceiveToggle.isOn;
var stream = await Streams.Get(SelectedStream.id, 10);
var stream = await Streams.Get(SelectedStream.id, 30);
var streamPrefab = Instantiate(StreamPanel, new Vector3(0, 0, 0),
Quaternion.identity);
+5 -5
View File
@@ -1245,7 +1245,7 @@ MeshCollider:
m_GameObject: {fileID: 512580998}
m_Material: {fileID: 0}
m_IsTrigger: 0
m_Enabled: 1
m_Enabled: 0
serializedVersion: 4
m_Convex: 1
m_CookingOptions: 30
@@ -1269,7 +1269,7 @@ MeshRenderer:
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10303, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 2100000, guid: 2830afbce900e634985de6a3930d9608, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
@@ -1298,7 +1298,7 @@ MeshFilter:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 512580998}
m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0}
--- !u!4 &512581002
Transform:
m_ObjectHideFlags: 0
@@ -1308,7 +1308,7 @@ Transform:
m_GameObject: {fileID: 512580998}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: -2.5, z: 0}
m_LocalScale: {x: 500, y: 0.1, z: 500}
m_LocalScale: {x: 500, y: 1, z: 500}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 2
@@ -4181,7 +4181,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2068176107}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 1, z: -30.5}
m_LocalPosition: {x: 0, y: 1, z: -32}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
+3 -3
View File
@@ -2,10 +2,10 @@
"dependencies": {
"com.unity.2d.sprite": "1.0.0",
"com.unity.collab-proxy": "1.13.5",
"com.unity.ide.rider": "2.0.7",
"com.unity.ide.visualstudio": "2.0.11",
"com.unity.ide.rider": "3.0.7",
"com.unity.ide.visualstudio": "2.0.12",
"com.unity.ide.vscode": "1.2.4",
"com.unity.test-framework": "1.1.29",
"com.unity.test-framework": "1.1.30",
"com.unity.textmeshpro": "3.0.6",
"com.unity.timeline": "1.4.8",
"com.unity.ugui": "1.0.0",
+4 -4
View File
@@ -24,16 +24,16 @@
"url": "https://packages.unity.com"
},
"com.unity.ide.rider": {
"version": "2.0.7",
"version": "3.0.7",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.test-framework": "1.1.1"
"com.unity.ext.nunit": "1.0.6"
},
"url": "https://packages.unity.com"
},
"com.unity.ide.visualstudio": {
"version": "2.0.11",
"version": "2.0.12",
"depth": 0,
"source": "registry",
"dependencies": {
@@ -65,7 +65,7 @@
"url": "https://packages.unity.com"
},
"com.unity.test-framework": {
"version": "1.1.29",
"version": "1.1.30",
"depth": 0,
"source": "registry",
"dependencies": {
@@ -1,5 +1,5 @@
using Objects.Geometry;
using System;
using System;
using Objects.Geometry;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
@@ -17,13 +17,11 @@ namespace Objects.Converter.Unity
public partial class ConverterUnity
{
#region helper methods
private static readonly int EmissionColor = Shader.PropertyToID("_EmissionColor");
private static readonly int Metallic = Shader.PropertyToID("_Metallic");
private static readonly int Glossiness = Shader.PropertyToID("_Glossiness");
private static Color ToUnityColor(SColor color) => new Color(color.R / 255f, color.G / 255f, color.B / 255f, color.A / 255f);
#region helper methods
/// <summary>
///
@@ -146,8 +144,8 @@ namespace Objects.Converter.Unity
{
var p = go.transform.TransformPoint(vertex);
sVertices.Add(p.x);
sVertices.Add(p.z); //z and y swapped
sVertices.Add(p.y);
sVertices.Add(p.z);
}
var nColors = nativeMesh.colors;
@@ -373,7 +371,7 @@ namespace Objects.Converter.Unity
//Set vertex colors
if (speckleMesh.colors.Count == speckleMesh.VerticesCount)
{
var colors = speckleMesh.colors.Select(c => ToUnityColor(SColor.FromArgb(c))).ToList();
var colors = speckleMesh.colors.Select(c => c.ToUnityColor()).ToList();
mesh.SetColors(colors);
}
else if (speckleMesh.colors.Count != 0)
@@ -469,7 +467,7 @@ namespace Objects.Converter.Unity
mat.SetFloat(Glossiness, 1 - (float)renderMaterial.roughness);
if (renderMaterial.emissive != SColor.Black.ToArgb()) mat.EnableKeyword ("_EMISSION");
mat.SetColor(EmissionColor, ToUnityColor(SColor.FromArgb(renderMaterial.emissive)));
mat.SetColor(EmissionColor, renderMaterial.emissive.ToUnityColor());
#if UNITY_EDITOR
@@ -54,18 +54,24 @@ namespace Speckle.ConnectorUnity
}
/// <summary>
/// Converts a Unity color to an ARBG int
/// </summary>
public static int ToIntColor(this Color c)
{
return
System.Drawing.Color
.FromArgb(Convert.ToInt32(c.r * 255), Convert.ToInt32(c.r * 255), Convert.ToInt32(c.r * 255))
.FromArgb(Convert.ToInt32(c.r * 255), Convert.ToInt32(c.g * 255), Convert.ToInt32(c.b * 255))
.ToArgb();
}
/// <summary>
/// Converts a ARGB formatted int to a Unity Color
/// </summary>
public static Color ToUnityColor(this int c)
{
var argb = System.Drawing.Color.FromArgb(c);
return new Color(argb.R / 255.0f, argb.G / 255.0f, argb.B / 255.0f);
return new Color(argb.R / 255f, argb.G / 255f, argb.B / 255f);
}
}