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index b7bccec..d7baa0b 100644
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diff --git a/Assets/Scenes/witwics.unity b/Assets/Scenes/witwics.unity
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deleted file mode 100644
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deleted file mode 100644
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deleted file mode 100644
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diff --git a/Assets/Scenes/witwics/ReflectionProbe-0.exr b/Assets/Scenes/witwics/ReflectionProbe-0.exr
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index 4411b3d..4f7ef11 100644
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index f8fc24d..6cc8d61 100644
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diff --git a/Assets/Scenes/witwics/ReflectionProbe-3.exr b/Assets/Scenes/witwics/ReflectionProbe-3.exr
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diff --git a/Assets/Scenes/witwics/ReflectionProbe-4.exr b/Assets/Scenes/witwics/ReflectionProbe-4.exr
index fd89733..463e4cd 100644
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diff --git a/Assets/Shaders/Wood.shader b/Assets/Shaders/Wood.shader
new file mode 100644
index 0000000..5319008
--- /dev/null
+++ b/Assets/Shaders/Wood.shader
@@ -0,0 +1,247 @@
+// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
+
+// Simplified Diffuse shader. Differences from regular Diffuse one:
+// - no Main Color
+// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
+
+Shader "Carmen/Wood"
+{
+ Properties
+ {
+ _MainTex ("Noise Texture", 2D) = "white" {}
+ _Color("Colour 1", Color) = (0,0,0,1)
+ _Color2("Colour 2", Color) = (1,1,1,1)
+ }
+
+ SubShader
+ {
+ Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
+ LOD 200
+
+ CGPROGRAM
+
+ #include "UnityCG.cginc"
+ #include "UnityPBSLighting.cginc"
+
+ #define _SPECULARHIGHLIGHTS_OFF
+ #define _GLOSSYREFLECTIONS_OFF
+
+ // Use our squeezed BRDF on mobile
+ // In general we want FLOAT_MIN to be the smallest value such that (1.0f + FLOAT_MIN) != FLOAT_MIN
+ #if defined(SHADER_API_MOBILE)
+ #define VRC_BRDF_PBS BRDF2_VRC_PBS
+ #define FLOAT_MIN 1e-4
+ #else
+ #define VRC_BRDF_PBS UNITY_BRDF_PBS
+ #define FLOAT_MIN 1e-6
+ #endif
+
+ #pragma target 4.5
+ #pragma surface surf LambertVRC alphatest:_Cutoff exclude_path:prepass exclude_path:deferred noforwardadd
+
+ UNITY_DECLARE_TEX2D(_MainTex);
+
+ struct SurfaceOutputVRC
+ {
+ fixed3 Albedo;
+ fixed3 Normal;
+ fixed3 Emission;
+ half Specular;
+ fixed Gloss;
+ fixed Alpha;
+ };
+
+ struct Input
+ {
+ float2 uv_MainTex;
+ half4 colour : COLOR;
+ half4 colour2 : COLOR;
+ };
+
+ half4 _Color;
+ half4 _Color2;
+
+ void surf (Input IN, inout SurfaceOutputVRC o)
+ {
+ o.Albedo = lerp(_Color, _Color2, UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex).r);
+ o.Alpha = 1.0;
+
+ o.Gloss = 0.0;
+ o.Normal = fixed3(0.0, 0.0, 1.0);
+ }
+
+
+ inline half3 VRC_SafeNormalize(half3 value)
+ {
+ float lenSqr = max((float)dot(value, value), FLOAT_MIN);
+ return value * (half) rsqrt(lenSqr);
+ }
+
+ inline half shEvaluateDiffuseL1Geomerics(half L0, half3 L1, half3 n)
+ {
+ // avg direction of incoming light
+ half3 R1 = 0.5f * L1;
+
+ // directional brightness
+ half lenR1 = length(R1);
+
+ // linear angle between normal and direction 0-1, saturate fix from filamented
+ half q = dot(VRC_SafeNormalize(R1), n) * 0.5 + 0.5;
+ q = isnan(q) ? 1 : q;
+ q = saturate(q);
+
+ // power for q
+ // lerps from 1 (linear) to 3 (cubic) based on directionality
+ //half p = 1.0f + 2.0f * lenR1 / L0;
+
+ // dynamic range constant
+ // should vary between 4 (highly directional) and 0 (ambient)
+ //half a = (1.0f - lenR1 / L0) / (1.0f + lenR1 / L0);
+
+ // negative ambient fix, if L0 <= 0, return 0
+ //return (L0 <= 0.f) ? 0.f : (L0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p)));
+
+ // optimized reordering. thanks wolfram
+ return (L0 <= 0.f) ? 0.f : ( 4. * lenR1 * pow(q, (2 * lenR1) / L0 + 1) + ( L0 * (L0 - lenR1) )/(L0 + lenR1));
+ }
+
+ inline UnityGI UnityGI_BaseVRC(UnityGIInput data, half occlusion, half3 normalWorld, half3 eyeVec, half smoothness, half hasReflProbe)
+ {
+ UnityGI o_gi;
+
+ // Base pass with Lightmap support is responsible for handling ShadowMask / blending here for performance reason
+ #if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
+ half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
+ float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
+ float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
+ data.atten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
+ #endif
+
+ o_gi.light = data.light;
+ o_gi.light.color *= data.atten;
+
+ #if defined(LIGHTMAP_ON)
+ #if defined(_MONOSH)
+ BakeryMonoSH(o_gi.indirect.diffuse, o_gi.indirect.specular, data.lightmapUV.xy, normalWorld, eyeVec, smoothness, occlusion);
+ #else
+ // Baked lightmaps
+
+ half3 bakedColor = half3(1.0, 1.0, 1.0);
+ half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, data.lightmapUV.xy);
+ #if defined(FORCE_UNITY_DLDR_LIGHTMAP_ENCODING)
+ bakedColor = DecodeLightmapDoubleLDR(bakedColorTex, unity_Lightmap_HDR);
+ #elif defined(FORCE_UNITY_RGBM_LIGHTMAP_ENCODING)
+ bakedColor = DecodeLightmapRGBM(bakedColorTex, unity_Lightmap_HDR);
+ #elif defined(FORCE_UNITY_LIGHTMAP_FULL_HDR_ENCODING)
+ bakedColor = bakedColorTex;
+ #else
+ bakedColor = DecodeLightmap(bakedColorTex);
+ #endif
+
+ // Can be set if the renderer has a valid lightmap but the shader doesn't use it
+ #if !defined(UNITY_LIGHTMAP_NONE)
+ #if defined(DIRLIGHTMAP_COMBINED)
+ fixed4 bakedDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, data.lightmapUV.xy);
+ o_gi.indirect.diffuse = DecodeDirectionalLightmap(bakedColor, bakedDirTex, normalWorld);
+ #else // not directional lightmap
+ o_gi.indirect.diffuse = bakedColor;
+ #endif
+ #else
+ o_gi.indirect.diffuse = 1;
+ #endif
+
+ o_gi.indirect.specular = 0;
+ #endif
+ o_gi.indirect.diffuse *= occlusion;
+ #elif defined(UNITY_SHOULD_SAMPLE_SH)
+ o_gi.indirect.diffuse.r = shEvaluateDiffuseL1Geomerics(unity_SHAr.w, unity_SHAr.xyz, normalWorld);
+ o_gi.indirect.diffuse.g = shEvaluateDiffuseL1Geomerics(unity_SHAg.w, unity_SHAg.xyz, normalWorld);
+ o_gi.indirect.diffuse.b = shEvaluateDiffuseL1Geomerics(unity_SHAb.w, unity_SHAb.xyz, normalWorld);
+
+ #if !defined(_SPECULARHIGHLIGHTS_OFF)
+ UNITY_BRANCH
+ #if !defined(_GLOSSYREFLECTIONS_OFF)
+ if(!any(o_gi.light.color) && !hasReflProbe)
+ #else
+ if(!any(o_gi.light.color))
+ #endif
+ {
+ half3 L0rgb = half3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
+ half3x3 L1rgb = half3x3(unity_SHAr.x, unity_SHAg.x, unity_SHAb.x,
+ unity_SHAr.y, unity_SHAg.y, unity_SHAb.y,
+ unity_SHAr.z, unity_SHAg.z, unity_SHAb.z);
+ half3 L1 = unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz;
+
+ half3 dominantDir = VRC_SafeNormalize(L1);
+
+ // Light can be anywhere from 'fully sparse' to 'completely focused' based on how much of it is L0 or L1rgb.
+ half L1len = length(L1);
+ half focus = L1len / (length(L0rgb) + L1len);
+ half specularTerm = ComputeSpecularGGX(dominantDir, eyeVec, normalWorld, smoothness * focus);
+
+ // L0 + L1, the total light energy expected, is the same over the whole mesh. This is a problem with specular highlights
+ // as they have a second peak in the negative direction - normally hidden by the fact that light energy there is normally zero.
+ // Multiplying by non-linear diffuse gives satisfactory results, though isn't particularly physically accurate.
+ // The brightness vs ground truth (a reflection probe) is too low though... closest we can get appears to be
+ // a dimensionless version, shEvaluateDiffuseL1Geometrics but applied to just the ratio.
+ half energyFactor = shEvaluateDiffuseL1Normalized(dot(L0rgb, 1), L1, normalWorld);
+ half3 sh = (L0rgb + mul(dominantDir, L1rgb)) * energyFactor;
+
+ o_gi.indirect.specular = max(specularTerm * sh, 0.0);
+
+ // Reflection Probes use occlusion, direct lights don't. MonoSH and Specular Hack are both somewhere in between,
+ // so we use focus to split the difference - 1.0 is direct, 0.0 is reflection probe, so we invert.
+ o_gi.indirect.specular *= LerpOneTo(occlusion, 1 - focus);
+ }
+ else
+ {
+ o_gi.indirect.specular = 0;
+ }
+ #else
+ o_gi.indirect.specular = 0;
+ #endif
+ o_gi.indirect.diffuse += data.ambient;
+ o_gi.indirect.diffuse *= occlusion;
+ #else
+ o_gi.indirect.specular = 0;
+ o_gi.indirect.diffuse = 0;
+ #endif
+
+ return o_gi;
+ }
+
+ inline fixed4 UnityLambertVRCLight (SurfaceOutputVRC s, UnityLight light)
+ {
+ fixed diff = max (0, dot (s.Normal, light.dir));
+
+ fixed4 c;
+ c.rgb = s.Albedo * light.color * diff;
+ c.a = s.Alpha;
+ return c;
+ }
+
+ inline fixed4 LightingLambertVRC (SurfaceOutputVRC s, UnityGI gi)
+ {
+ fixed4 c;
+ c = UnityLambertVRCLight (s, gi.light);
+
+ #if defined(UNITY_LIGHT_FUNCTION_APPLY_INDIRECT)
+ c.rgb += s.Albedo * gi.indirect.diffuse;
+ #endif
+
+ return c;
+ }
+
+ inline void LightingLambertVRC_GI (
+ SurfaceOutputVRC s,
+ UnityGIInput data,
+ inout UnityGI gi)
+ {
+ gi = UnityGI_BaseVRC(data, 1.0, s.Normal, half3(0, 0, 0), half(0), 0);
+ }
+
+ ENDCG
+ }
+
+ FallBack "Diffuse"
+}
diff --git a/Assets/Shaders/Wood.shader.meta b/Assets/Shaders/Wood.shader.meta
new file mode 100644
index 0000000..392df3d
--- /dev/null
+++ b/Assets/Shaders/Wood.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 288f9fd8f4f97774eadbafa338f9617c
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/UdonSharp/PlayerTeleporter.cs b/Assets/UdonSharp/PlayerTeleporter.cs
index 0388d2a..ce8750b 100644
--- a/Assets/UdonSharp/PlayerTeleporter.cs
+++ b/Assets/UdonSharp/PlayerTeleporter.cs
@@ -27,20 +27,20 @@ public class PlayerTeleporter : UdonSharpBehaviour
public void TeleportToPlayer1Position()
{
- Networking.LocalPlayer.TeleportTo(_Player1TeleportLocation.position, _Player1TeleportLocation.rotation);
_PlayerPodiums[0].SetPlayerName();
+ Networking.LocalPlayer.TeleportTo(_Player1TeleportLocation.position, _Player1TeleportLocation.rotation);
}
public void TeleportToPlayer2Position()
{
- Networking.LocalPlayer.TeleportTo(_Player2TeleportLocation.position, _Player2TeleportLocation.rotation);
_PlayerPodiums[1].SetPlayerName();
+ Networking.LocalPlayer.TeleportTo(_Player2TeleportLocation.position, _Player2TeleportLocation.rotation);
}
public void TeleportToPlayer3Position()
{
- Networking.LocalPlayer.TeleportTo(_Player3TeleportLocation.position, _Player3TeleportLocation.rotation);
_PlayerPodiums[2].SetPlayerName();
+ Networking.LocalPlayer.TeleportTo(_Player3TeleportLocation.position, _Player3TeleportLocation.rotation);
}
public void TeleportToAudience()
diff --git a/Assets/UdonSharp/Podium/PlayerPodium.asset b/Assets/UdonSharp/Podium/PlayerPodium.asset
index 0add28a..e2d55fb 100644
--- a/Assets/UdonSharp/Podium/PlayerPodium.asset
+++ b/Assets/UdonSharp/Podium/PlayerPodium.asset
@@ -44,7 +44,7 @@ MonoBehaviour:
Data:
- Name:
Entry: 12
- Data: 22
+ Data: 23
- Name:
Entry: 7
Data:
@@ -1322,10 +1322,82 @@ MonoBehaviour:
Data:
- Name: $k
Entry: 1
- Data: _FlashingScoreboardCounter
+ Data: _SpawnPoint
- Name: $v
Entry: 7
Data: 86|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor
+ - Name: k__BackingField
+ Entry: 1
+ Data: _SpawnPoint
+ - Name: k__BackingField
+ Entry: 9
+ Data: 57
+ - Name: k__BackingField
+ Entry: 9
+ Data: 57
+ - Name: k__BackingField
+ Entry: 7
+ Data: System.Nullable`1[[UdonSharp.UdonSyncMode, UdonSharp.Runtime]], mscorlib
+ - Name:
+ Entry: 6
+ Data:
+ - Name:
+ Entry: 8
+ Data:
+ - Name: k__BackingField
+ Entry: 5
+ Data: true
+ - Name: _fieldAttributes
+ Entry: 7
+ Data: 87|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib
+ - Name:
+ Entry: 12
+ Data: 3
+ - Name:
+ Entry: 7
+ Data: 88|UnityEngine.SpaceAttribute, UnityEngine.CoreModule
+ - Name: height
+ Entry: 4
+ Data: 8
+ - Name:
+ Entry: 8
+ Data:
+ - Name:
+ Entry: 7
+ Data: 89|UnityEngine.HeaderAttribute, UnityEngine.CoreModule
+ - Name: header
+ Entry: 1
+ Data: Miscellaneous
+ - Name:
+ Entry: 8
+ Data:
+ - Name:
+ Entry: 7
+ Data: 90|UnityEngine.SerializeField, UnityEngine.CoreModule
+ - Name:
+ Entry: 8
+ Data:
+ - Name:
+ Entry: 13
+ Data:
+ - Name:
+ Entry: 8
+ Data:
+ - Name:
+ Entry: 8
+ Data:
+ - Name:
+ Entry: 8
+ Data:
+ - Name:
+ Entry: 7
+ Data:
+ - Name: $k
+ Entry: 1
+ Data: _FlashingScoreboardCounter
+ - Name: $v
+ Entry: 7
+ Data: 91|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor
- Name: k__BackingField
Entry: 1
Data: _FlashingScoreboardCounter
@@ -1349,7 +1421,7 @@ MonoBehaviour:
Data: false
- Name: _fieldAttributes
Entry: 7
- Data: 87|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib
+ Data: 92|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib
- Name:
Entry: 12
Data: 0
diff --git a/Assets/UdonSharp/Podium/PlayerPodium.cs b/Assets/UdonSharp/Podium/PlayerPodium.cs
index 21663e2..338a017 100644
--- a/Assets/UdonSharp/Podium/PlayerPodium.cs
+++ b/Assets/UdonSharp/Podium/PlayerPodium.cs
@@ -48,6 +48,11 @@ public class PlayerPodium : UdonSharpBehaviour
[SerializeField] private TextMeshProUGUI _ScorecardUI;
[SerializeField] private Image _ScorecardBackground;
+ [Space]
+
+ [Header("Miscellaneous")]
+ [SerializeField] private Transform _SpawnPoint;
+
private int _FlashingScoreboardCounter = 0;
private const int MAX_FLASH_COUNTER = 8;
@@ -74,6 +79,11 @@ public class PlayerPodium : UdonSharpBehaviour
if (Player.playerId == _PlayerID)
{
AdjustPedestalHeight(Player);
+
+ if (Player == Networking.LocalPlayer)
+ {
+ Player.TeleportTo(_SpawnPoint.position, _SpawnPoint.rotation);
+ }
}
base.OnAvatarEyeHeightChanged(Player, PrevEyeHeightAsMeters);
@@ -95,7 +105,6 @@ public class PlayerPodium : UdonSharpBehaviour
PlayerName = Networking.LocalPlayer.displayName;
_PlayerID = Networking.LocalPlayer.playerId;
- _Pedestal.SetActive(true);
AdjustPedestalHeight(Networking.LocalPlayer);
EnableOwnershipTransfer = false;
@@ -110,7 +119,6 @@ public class PlayerPodium : UdonSharpBehaviour
_PlayerID = -1;
EnableOwnershipTransfer = true;
- _Pedestal.SetActive(false);
RequestSerialization();
}
diff --git a/Packages/manifest.json b/Packages/manifest.json
index 87610eb..367dbc6 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -1,5 +1,6 @@
{
"dependencies": {
+ "com.unity.formats.fbx": "4.2.1",
"com.unity.ide.rider": "3.0.26",
"com.unity.ide.visualstudio": "2.0.22",
"com.unity.ide.vscode": "1.2.5",
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
index ad35908..95034d7 100644
--- a/Packages/packages-lock.json
+++ b/Packages/packages-lock.json
@@ -1,5 +1,12 @@
{
"dependencies": {
+ "com.autodesk.fbx": {
+ "version": "4.2.1",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
"com.mmmaellon.lightsync": {
"version": "file:com.mmmaellon.lightsync",
"depth": 0,
@@ -52,6 +59,16 @@
"dependencies": {},
"url": "https://packages.unity.com"
},
+ "com.unity.formats.fbx": {
+ "version": "4.2.1",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.autodesk.fbx": "4.2.1",
+ "com.unity.timeline": "1.7.1"
+ },
+ "url": "https://packages.unity.com"
+ },
"com.unity.ide.rider": {
"version": "3.0.26",
"depth": 0,
diff --git a/Raw Files/Entire Set.fbx b/Raw Files/Entire Set.fbx
new file mode 100644
index 0000000..d87769d
Binary files /dev/null and b/Raw Files/Entire Set.fbx differ
diff --git a/Raw Files/Round1FloorAndMainFloor.fbx b/Raw Files/Round1FloorAndMainFloor.fbx
new file mode 100644
index 0000000..837c6fa
Binary files /dev/null and b/Raw Files/Round1FloorAndMainFloor.fbx differ
diff --git a/Raw Files/Round1Walls.fbx b/Raw Files/Round1Walls.fbx
new file mode 100644
index 0000000..d4a6feb
Binary files /dev/null and b/Raw Files/Round1Walls.fbx differ
diff --git a/Raw Files/Round2Walls.fbx b/Raw Files/Round2Walls.fbx
new file mode 100644
index 0000000..6100a14
Binary files /dev/null and b/Raw Files/Round2Walls.fbx differ
diff --git a/UdonSharp.Editor.csproj b/UdonSharp.Editor.csproj
index f726177..96c8e41 100644
--- a/UdonSharp.Editor.csproj
+++ b/UdonSharp.Editor.csproj
@@ -171,8 +171,8 @@
-
+
diff --git a/UniTask.csproj b/UniTask.csproj
index ad456c2..1bdff38 100644
--- a/UniTask.csproj
+++ b/UniTask.csproj
@@ -62,8 +62,8 @@
-
+
diff --git a/VRC.Udon.Serialization.OdinSerializer.csproj b/VRC.Udon.Serialization.OdinSerializer.csproj
index 67bf9ec..00336f1 100644
--- a/VRC.Udon.Serialization.OdinSerializer.csproj
+++ b/VRC.Udon.Serialization.OdinSerializer.csproj
@@ -176,8 +176,8 @@
-
+
diff --git a/kernelsCache/AIDenoiser-30c45d9b.v.01070000BBCFD912.gfx1036.3640.0 (PAL,LC)_64.bin b/kernelsCache/AIDenoiser-30c45d9b.v.01070000BBCFD912.gfx1036.3640.0 (PAL,LC)_64.bin
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