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added unity project
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jpadillaperez committed Jul 5, 2023
1 parent 1fd1c87 commit 29d05fa
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74 changes: 74 additions & 0 deletions UnityProjects/ros2hololens/.gitignore
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/s
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/

# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/

# Recordings can get excessive in size
/[Rr]ecordings/

# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*

# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*

# Visual Studio cache directory
.vs/

# Gradle cache directory
.gradle/

# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db

# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta

# Unity3D generated file on crash reports
sysinfo.txt

# Builds
*.apk
*.aab
*.unitypackage
*.app

# Crashlytics generated file
crashlytics-build.properties

# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*

# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*

/[Aa]pp
55 changes: 55 additions & 0 deletions UnityProjects/ros2hololens/.vscode/settings.json
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{
"files.exclude":
{
"**/.DS_Store":true,
"**/.git":true,
"**/.gitmodules":true,
"**/*.booproj":true,
"**/*.pidb":true,
"**/*.suo":true,
"**/*.user":true,
"**/*.userprefs":true,
"**/*.unityproj":true,
"**/*.dll":true,
"**/*.exe":true,
"**/*.pdf":true,
"**/*.mid":true,
"**/*.midi":true,
"**/*.wav":true,
"**/*.gif":true,
"**/*.ico":true,
"**/*.jpg":true,
"**/*.jpeg":true,
"**/*.png":true,
"**/*.psd":true,
"**/*.tga":true,
"**/*.tif":true,
"**/*.tiff":true,
"**/*.3ds":true,
"**/*.3DS":true,
"**/*.fbx":true,
"**/*.FBX":true,
"**/*.lxo":true,
"**/*.LXO":true,
"**/*.ma":true,
"**/*.MA":true,
"**/*.obj":true,
"**/*.OBJ":true,
"**/*.asset":true,
"**/*.cubemap":true,
"**/*.flare":true,
"**/*.mat":true,
"**/*.meta":true,
"**/*.prefab":true,
"**/*.unity":true,
"build/":true,
"Build/":true,
"Library/":true,
"library/":true,
"obj/":true,
"Obj/":true,
"ProjectSettings/":true,
"temp/":true,
"Temp/":true
}
}

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Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

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8 changes: 8 additions & 0 deletions UnityProjects/ros2hololens/Assets/MRTK.meta

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8 changes: 8 additions & 0 deletions UnityProjects/ros2hololens/Assets/MRTK/Shaders.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

104 changes: 104 additions & 0 deletions UnityProjects/ros2hololens/Assets/MRTK/Shaders/ChannelPacker.shader
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// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.

// NOTE: MRTK Shaders are versioned via the MRTK.Shaders.sentinel file.
// When making changes to any shader's source file, the value in the sentinel _must_ be incremented.

Shader "Hidden/ChannelPacker"
{
Properties
{
_MetallicMap("Metallic Map", 2D) = "black" {}
_MetallicMapChannel("Metallic Map Channel", Int) = 0 // Red.
_MetallicUniform("Metallic Uniform", Float) = -0.01
_OcclusionMap("Occlusion Map", 2D) = "white" {}
_OcclusionMapChannel("Occlusion Map Channel", Int) = 1 // Green.
_OcclusionUniform("Occlusion Uniform", Float) = -0.01
_EmissionMap("Emission Map", 2D) = "black" {}
_EmissionMapChannel("Emission Map Channel", Int) = 4 // RGBAverage.
_EmissionUniform("Emission Uniform", Float) = -0.01
_SmoothnessMap("Smoothness Map", 2D) = "gray" {}
_SmoothnessMapChannel("Smoothness Map Channel", Int) = 3 // Alpha.
_SmoothnessUniform("Smoothness Uniform", Float) = -0.01
}
SubShader
{
Pass
{
CGPROGRAM

#pragma vertex vert
#pragma fragment frag

#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};

sampler2D _MetallicMap;
int _MetallicMapChannel;
float _MetallicUniform;
sampler2D _OcclusionMap;
int _OcclusionMapChannel;
float _OcclusionUniform;
sampler2D _EmissionMap;
int _EmissionMapChannel;
float _EmissionUniform;
sampler2D _SmoothnessMap;
int _SmoothnessMapChannel;
float _SmoothnessUniform;

v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;

return o;
}

fixed4 ToGrayScale(fixed4 color)
{
return color.r * 0.21 + color.g * 0.71 + color.b * 0.08;
}

fixed Sample(fixed4 color, int channel, float uniformValue)
{
if (uniformValue >= 0.0)
{
return uniformValue;
}

if (channel == 4)
{
return ToGrayScale(color);
}

return color[channel];
}

fixed4 frag(v2f i) : SV_Target
{
fixed4 output;

output.r = Sample(tex2D(_MetallicMap, i.uv), _MetallicMapChannel, _MetallicUniform);
output.g = Sample(tex2D(_OcclusionMap, i.uv), _OcclusionMapChannel, _OcclusionUniform);
output.b = Sample(tex2D(_EmissionMap, i.uv), _EmissionMapChannel, _EmissionUniform);
output.a = Sample(tex2D(_SmoothnessMap, i.uv), _SmoothnessMapChannel, _SmoothnessUniform);

return output;
}

ENDCG
}
}
}

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// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.

// NOTE: MRTK Shaders are versioned via the MRTK.Shaders.sentinel file.
// When making changes to any shader's source file, the value in the sentinel _must_ be incremented.

Shader "Mixed Reality Toolkit/Depth Buffer Viewer"
{
Properties
{
_DepthTex("Texture", 2D) = "black" {}
_MainTex("Base (RGB)", 2D) = "green" {}
}

SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag

#include "UnityCG.cginc"

uniform sampler2D _MainTex;
sampler2D _DepthTex;

float4 frag(v2f_img i) : COLOR
{
return Linear01Depth(SAMPLE_DEPTH_TEXTURE(_DepthTex, i.uv));
}
ENDCG
}
}
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

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