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// helloXR with cubes and gray bg removed (just lines 951, 971 & 903 commented out) | |
// replace openxr_program.cpp in OpenXR-SDK-Source\src\tests\hello_xr with this file, then build | |
// Copyright (c) 2017-2020 The Khronos Group Inc. | |
// | |
// SPDX-License-Identifier: Apache-2.0 | |
#include "pch.h" | |
#include "common.h" | |
#include "options.h" |
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{"lastUpload":"2021-01-19T20:31:48.411Z","extensionVersion":"v3.4.3"} |
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Shader "Custom/Raymarcher4" | |
{ | |
// based on MichaelPohoreski's no-noise texture variation of iq's brilliant https://www.shadertoy.com/view/XslGRr | |
// code is a mess. Reader beware. | |
// wanted to put it out there as a quick & dirty example of raymarching in Unity, since info is scarce. | |
// of particular note: SPI macros for instancing on stereoscopic devices, and the rewritten camera logic (no more rays-through-uvs, we're in "real" camera land now!) | |
// hope this is useful! | |
Properties | |
{ |
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// An adaptaion of Frank Otto's AutoFocus script for Unity's new PostProcessing Stack | |
// Original at: http://wiki.unity3d.com/index.php?title=DoFAutoFocus | |
// Adapted by Michael Hazani | |
// For more info see: http://www.michaelhazani.com/autofocus-on-whats-important | |
using UnityEngine; | |
using System.Collections; | |
using System; | |
using UnityEngine.PostProcessing; |