Commit a3416545 authored by Nathan De Castro's avatar Nathan De Castro
Browse files

Converted to Unity 5.6

parent 2305f34c
......@@ -20,7 +20,7 @@
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......@@ -159,18 +159,9 @@
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......@@ -20,7 +20,7 @@
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......@@ -157,18 +157,9 @@
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......@@ -20,7 +20,7 @@
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......@@ -222,17 +222,17 @@
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......@@ -20,7 +20,7 @@
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<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/PlaymodeTestsRunner/UnityEngine.PlaymodeTestsRunner.dll</HintPath>
<Reference Include="UnityEngine.TestRunner">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll</HintPath>
</Reference>
<Reference Include="nunit.framework">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/nunit.framework.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.Analytics">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll</HintPath>
......@@ -278,9 +278,6 @@
<Reference Include="UnityEngine.HoloLens">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.Purchasing">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityPurchasing/UnityEngine.Purchasing.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.VR">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/RuntimeEditor/UnityEngine.VR.dll</HintPath>
</Reference>
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.04
......@@ -60,7 +62,7 @@ Shader "custom/bumpSpecmap" {
o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
......@@ -146,7 +148,7 @@ Shader "custom/bumpSpecmap" {
o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.04
......@@ -63,7 +65,7 @@ Shader "custom/caveShader" {
o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
......@@ -166,7 +168,7 @@ Shader "custom/caveShader" {
o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.04
......@@ -64,7 +66,7 @@ Shader "custom/metalA" {
o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
......@@ -156,7 +158,7 @@ Shader "custom/metalA" {
o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.04
......@@ -66,7 +68,7 @@ Shader "custom/monsterShader" {
o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
......@@ -161,7 +163,7 @@ Shader "custom/monsterShader" {
o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.04
......@@ -65,7 +67,7 @@ Shader "custom/alphavertexAnimated" {
v.vertex.xyz += (normalize((float3(1,0.3970588,0.3970588)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.b))*0.1);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(VertexOutput i) : COLOR {
......@@ -162,7 +164,7 @@ Shader "custom/alphavertexAnimated" {
v.vertex.xyz += (normalize((float3(1,0.3970588,0.3970588)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.b))*0.1);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
......@@ -247,7 +249,7 @@ Shader "custom/alphavertexAnimated" {
o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz;
float4 node_392 = _Time + _TimeEditor;
v.vertex.xyz += (normalize((float3(1,0.3970588,0.3970588)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.b))*0.1);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_SHADOW_COLLECTOR(o)
return o;
}
......@@ -300,7 +302,7 @@ Shader "custom/alphavertexAnimated" {
o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz;
float4 node_392 = _Time + _TimeEditor;
v.vertex.xyz += (normalize((float3(1,0.3970588,0.3970588)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.b))*0.1);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_SHADOW_CASTER(o)
return o;
}
......
......@@ -20,6 +20,7 @@ public class AM : MonoBehaviour {
private int spec_size = 1024;
private int samp_size = 1024;
private int buffer_size = 44100;
private int fmax = 24000;
private float rms;
private float vol;
private float spot_angle = 1;
......@@ -29,13 +30,23 @@ public class AM : MonoBehaviour {
[Range (0, 64)]
public int low_range = 13;
public bool set_low = false;
private Vector3 calibrated_low;
[Range (0, 512)]
public int mid_range = 44;
public bool set_mid = false;
private Vector3 calibrated_mid;
[Range (0, 1024)]
public int high_range = 51;
public bool set_high = false;
private Vector3 calibrated_high;
void Start () {
i = this;
buffer_size = AudioSettings.outputSampleRate;
fmax = AudioSettings.outputSampleRate / 2;
spec_data = new float[spec_size];
samp_data = new float[samp_size];
......@@ -46,14 +57,17 @@ public class AM : MonoBehaviour {
mic_source.loop = true; //loops the second of audio
mic_source.Play (); //starts the playback
mic_source.volume = 0.5f; //Mutes the audiosource
set_low = false;
set_mid = false;
set_high = false;
InvokeRepeating ("BufferPopulator", 0, 1.0f / audio_update_rate); //Begins another thread
InvokeRepeating ("AmplitudeAnalysis", 0, 1.0f / audio_update_rate); //Begins another thread
InvokeRepeating ("PitchAnalysis", 0, 1.0f / audio_update_rate); //Begins another thread
InvokeRepeating ("ComplexPitchAnalysis", 0, 1.0f / audio_update_rate); //Begins another thread
}
public void BufferPopulator () {
mic_source.GetSpectrumData (spec_data, 0, FFTWindow.Hamming);
mic_source.GetSpectrumData (spec_data, 0, FFTWindow.BlackmanHarris);
mic_source.clip.GetData (samp_data, 0);
}
......@@ -71,8 +85,7 @@ public class AM : MonoBehaviour {
else vol = 0;
}
public void PitchAnalysis () {
public void ComplexPitchAnalysis () {
//Low - Around 84Hz
float Low = (spec_data[low_range] + spec_data[low_range + 1] + spec_data[low_range + 2] + spec_data[low_range + 3]) / 4;
if (Low > 0.00001) average_pitch_low = Low * 100;
......@@ -87,6 +100,11 @@ public class AM : MonoBehaviour {
float High = (spec_data[high_range] + spec_data[high_range + 1] + spec_data[high_range + 2] + spec_data[high_range + 3] + spec_data[high_range + 4] + spec_data[high_range + 5] + spec_data[high_range + 6] + spec_data[high_range + 7]) / 8;
if (High > 0.00001) average_pitch_high = High * 100;
else average_pitch_high = 0;
//Manually calibrate values on the spot:
if (set_low) { calibrated_low = GetComplexPitch (); set_low = false; print ("Low calibrated to: " + calibrated_low); }
if (set_mid) { calibrated_mid = GetComplexPitch (); set_mid = false; print ("Mid calibrated to: " + calibrated_mid); }
if (set_high) { calibrated_high = GetComplexPitch (); set_high = false; print ("High calibrated to: " + calibrated_high); }
}
//Getter functions:
......@@ -99,10 +117,16 @@ public class AM : MonoBehaviour {
}
public string GetAveragePitch () {
string output = "";
if (average_pitch_low > average_pitch_mid && average_pitch_low > average_pitch_high) output = "LOW";
if (average_pitch_mid > average_pitch_low && average_pitch_mid > average_pitch_high) output = "MEDIUM";
if (average_pitch_high > average_pitch_low && average_pitch_high > average_pitch_mid) output = "HIGH";
string output = "N/A";
float confidence = 0.1f;
Vector3 control_vector = new Vector3 (confidence, confidence, confidence);
Vector3 delta_low = calibrated_low - GetComplexPitch ();
Vector3 delta_mid = calibrated_mid - GetComplexPitch ();
Vector3 delta_high = calibrated_high - GetComplexPitch ();
if (delta_low.x <= control_vector.x && delta_low.y <= control_vector.y && delta_low.z <= control_vector.z) output = "LOW";
if (delta_mid.x <= control_vector.x && delta_mid.y <= control_vector.y && delta_mid.z <= control_vector.z) output = "MEDIUM";
if (delta_high.x <= control_vector.x && delta_high.y <= control_vector.y && delta_high.z <= control_vector.z) output = "HIGH";
return output;
}
......@@ -129,7 +153,7 @@ public class AM : MonoBehaviour {
//Be aware! Some mad linear interpolation is happening here:
if (pitch_based) {
return Color.Lerp(Color.white, Color.black, Mathf.PingPong(Time.time, 1));
return new Color (average_pitch_high / 2, average_pitch_high / 4, 0.7f, 0.4f);
} else {
float r = Mathf.Abs ((rms - color_range_min) / color_range_max);
float b = Mathf.Abs (1 - r);
......@@ -141,4 +165,52 @@ public class AM : MonoBehaviour {
public float map (float value, float low_in, float high_in, float low_out, float high_out) {
return low_out + (value - low_in) * (high_out - low_out) / (high_in - low_in);
}
public float BandLow () {
float output = 0;
float flow = 80;
float fhigh = 110;
int n1 = (int) Mathf.Floor (flow * buffer_size / fmax);
int n2 = (int) Mathf.Floor (fhigh * buffer_size / fmax);
float sum = 0;
for (int i = n1; i <= n2; i++) {
sum += spec_data[i];
}
output = sum / (n2 - n1 + 1);
print (output);
return output;
}
public float BandMid () {
float output = 0;
float flow = 200;
float fhigh = 400;
int n1 = (int) Mathf.Floor (flow * buffer_size / fmax);
int n2 = (int) Mathf.Floor (fhigh * buffer_size / fmax);
float sum = 0;
for (int i = n1; i <= n2; i++) {
sum += spec_data[i];
}
output = sum / (n2 - n1 + 1);
print (output);
return output;
}
public float BandHigh () {
float output = 0;
float flow = 400;
float fhigh = 2000;
int n1 = (int) Mathf.Floor (flow * buffer_size / fmax);
int n2 = (int) Mathf.Floor (fhigh * buffer_size / fmax);
float sum = 0;
for (int i = n1; i <= n2; i++) {
sum += spec_data[i];
}
output = sum / (n2 - n1 + 1);
print (output);
return output;
}
}
\ No newline at end of file
......@@ -13,6 +13,7 @@ public class Instructions : MonoBehaviour {
void Update () {
if (GO_player.activeSelf) {
if (!SwitchState.switch_status && !SwitchState.player_near_switch)
info_text.text = "Don't worry, you are safe here =)" + "\n" + "Frist, try to find the switch and turn on the light." + "\n";
if (SwitchState.player_near_switch)
info_text.text = "That's it! you found it!" + "\n" + "Now press switch in on by moving the controller towards the switch and press the touchpad";
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Per pixel bumped refraction.
// Uses a normal map to distort the image behind, and
// an additional texture to tint the color.
......@@ -56,7 +58,7 @@ float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/BlendModesOverlay" {
Properties {
_MainTex ("Screen Blended", 2D) = "" {}
......@@ -25,7 +27,7 @@ Shader "Hidden/BlendModesOverlay" {
v2f vert( appdata_img v ) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = UnityStereoScreenSpaceUVAdjust(float2(
dot(v.texcoord.xy, _UV_Transform.xy),
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/BlurEffectConeTap" {
Properties { _MainTex ("", any) = "" {} }
CGINCLUDE
......@@ -13,7 +15,7 @@ Shader "Hidden/BlurEffectConeTap" {
half4 _BlurOffsets;
v2f vert( appdata_img v ) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy; // hack, see BlurEffect.cs for the reason for this. let's make a new blur effect soon
#ifdef UNITY_SINGLE_PASS_STEREO
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
/*
CAMERA MOTION BLUR IMAGE EFFECTS
......@@ -95,7 +97,7 @@
v2f vert(appdata_img v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
return o;
}
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
/*
NOTES: see CameraMotionBlur.shader
*/
......@@ -52,7 +54,7 @@
v2f vert(appdata_img v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
return o;
}
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/ChromaticAberration" {
Properties {
_MainTex ("Base", 2D) = "" {}
......@@ -24,7 +26,7 @@ Shader "Hidden/ChromaticAberration" {
v2f vert( appdata_img v )
{
v2f o;
o.pos = mul(UNITY_M