Compare commits

3 Commits

Author SHA1 Message Date
raccoon
716224f6a1 Added apartment layout 2024-08-21 19:11:55 +05:00
raccoon
dddccf0dc5 Added сement material and textures 2024-08-21 19:11:10 +05:00
raccoon
469cc75d6b Added somewhat a building 2024-08-21 19:10:03 +05:00
105 changed files with 10572 additions and 80797 deletions

41
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*.controller text eol=lf
*.cubemap text eol=lf
*.flare text eol=lf
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*.pdf filter=lfs diff=lfs merge=lfs -text
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*.3ds filter=lfs diff=lfs merge=lfs -text
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*.webm filter=lfs diff=lfs merge=lfs -text
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*.mid filter=lfs diff=lfs merge=lfs -text
*.midi filter=lfs diff=lfs merge=lfs -text
*.mp3 filter=lfs diff=lfs merge=lfs -text
*.ogg filter=lfs diff=lfs merge=lfs -text
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*.exe filter=lfs diff=lfs merge=lfs -text
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1
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/[Aa]ssets/XR
/[Aa]ssets/XR.meta
/[Pp]roject[Ss]ettings/EditorBuildSettings.asset
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Autoportal : MonoBehaviour
{
public GameObject imposter;
private List<GameObject> imposters;
private OcclusionPortal portal;
void Start()
{
this.portal = this.GetComponent<OcclusionPortal>();
// this.imposter = this.transform.GetChild(0).gameObject;
this.imposters = new List<GameObject>();
foreach(Transform child in this.transform)
{
this.imposters.Add(child.gameObject);
}
}
private void OnTriggerEnter(Collider other)
{
this.portal.open = true;
// this.imposter.SetActive(false);
foreach(GameObject imposter in this.imposters)
{
imposter.SetActive(false);
}
}
private void OnTriggerExit(Collider other)
{
this.portal.open = false;
// this.imposter.SetActive(true);
foreach(GameObject imposter in this.imposters)
{
imposter.SetActive(true);
}
}
}

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// Original code from https://gist.github.com/josephbk117/a43f5335cea9b3e12a44f196dc81f30f
Shader "Custom/InteriorReflectionShader"
{
Properties
{
// TODO: Implement me!
_Opacity("Opacity", Range(0.0, 1.0)) = 1.0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Opacity; // TODO: Implement me!
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float3 worldPos : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float4 pos : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
// ChatGPT snippet
float3 BoxProjectReflectionDir(float3 worldPos, float3 worldRefl)
{
// Calculate relative position within the box
float3 boxMin = unity_SpecCube0_BoxMin.xyz;
float3 boxMax = unity_SpecCube0_BoxMax.xyz;
float3 boxCenter = 0.5 * (boxMin + boxMax);
float3 boxSize = boxMax - boxMin;
float3 localPos = worldPos - boxCenter;
float3 absLocalRefl = abs(worldRefl);
// Scale the reflection vector based on which side of the box it hits
float3 scale = boxSize / absLocalRefl;
float scaleMin = min(min(scale.x, scale.y), scale.z);
return localPos + worldRefl * scaleMin;
}
fixed4 frag (v2f i) : SV_Target
{
half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); // Direction of ray from the camera towards the object surface
half3 reflection = reflect(-worldViewDir, i.worldNormal); // Direction of ray after hitting the surface of object
reflection = BoxProjectReflectionDir(i.worldPos, reflection);
half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, reflection);
half3 skyColor = DecodeHDR(skyData, unity_SpecCube0_HDR); // This is done becasue the cubemap is stored HDR
return half4(skyColor, 1.0);
}
ENDCG
}
}
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// Original code from https://gist.github.com/josephbk117/a43f5335cea9b3e12a44f196dc81f30f
Shader "Custom/InteriorReflectionShader"
{
Properties
{
_Glossiness ("Smoothness", Range(0,1)) = 0.8
_ReflectionProbePosition ("Reflection Probe Position", Vector) = (0,0,0,0)
_ReflectionProbeBoxMin ("Box Min", Vector) = (0,0,0,0)
_ReflectionProbeBoxMax ("Box Max", Vector) = (0,0,0,0)
}
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Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
CGPROGRAM
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#pragma fragment frag
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#include "UnityStandardUtils.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
float4 _ReflectionProbePosition;
float4 _ReflectionProbeBoxMin;
float4 _ReflectionProbeBoxMax;
half _Glossiness;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
float3 BoxProjectReflectionDir(float3 worldPos, float3 worldRefl)
{
// Calculate relative position within the box
float3 boxMin = _ReflectionProbeBoxMin.xyz;
float3 boxMax = _ReflectionProbeBoxMax.xyz;
float3 boxCenter = 0.5 * (boxMin + boxMax);
float3 boxSize = boxMax - boxMin;
float3 localPos = worldPos - boxCenter;
float3 absLocalRefl = abs(worldRefl);
// Scale the reflection vector based on which side of the box it hits
float3 scale = boxSize / absLocalRefl;
float scaleMin = min(min(scale.x, scale.y), scale.z);
return localPos + worldRefl * scaleMin;
}
fixed4 frag (v2f i) : SV_Target
{
// Get reflection vector
float3 worldViewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
float3 worldRefl = reflect(worldViewDir, i.worldNormal);
// Apply box projection to the reflection vector
float3 projectedReflDir = BoxProjectReflectionDir(i.worldPos, worldRefl);
fixed4 reflectionColor = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, projectedReflDir);
return reflectionColor;
}
ENDCG
}
}
FallBack "Diffuse"
}

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