Browse Source

DoF based on COC working

Marcel Zickler 3 years ago
parent
commit
6e0722e34b
43 changed files with 2771 additions and 1692 deletions
  1. 2 2
      .idea/.idea.VR Cycling/.idea/indexLayout.xml
  2. 254 243
      Assembly-CSharp-Editor.csproj
  3. 241 235
      Assembly-CSharp.csproj
  4. 3 0
      Assets/Editor/Tests.meta
  5. 39 0
      Assets/Editor/Tests/HelpersTest.cs
  6. 3 0
      Assets/Editor/Tests/HelpersTest.cs.meta
  7. 115 0
      Assets/Editor/Tests/QuartilesTest.cs
  8. 3 0
      Assets/Editor/Tests/QuartilesTest.cs.meta
  9. 96 0
      Assets/Materials/BokehMaterial.mat
  10. 1 1
      Assets/Materials/BokehMaterial.mat.meta
  11. 3 3
      Assets/Materials/Vignette.mat
  12. 1 1
      Assets/Prefabs/Post-process Volume.prefab
  13. 136 92
      Assets/Scenes/MainScene.unity
  14. 78 0
      Assets/Scenes/MainScene/PP Volume.asset
  15. 8 0
      Assets/Scenes/MainScene/PP Volume.asset.meta
  16. 3 0
      Assets/Scripts/AdditionalMathf.meta
  17. 84 0
      Assets/Scripts/AdditionalMathf/NOrderStat.cs
  18. 3 0
      Assets/Scripts/AdditionalMathf/NOrderStat.cs.meta
  19. 46 0
      Assets/Scripts/AdditionalMathf/Quartiles.cs
  20. 3 0
      Assets/Scripts/AdditionalMathf/Quartiles.cs.meta
  21. 20 2
      Assets/Scripts/Helpers.cs
  22. 62 17
      Assets/Scripts/SicknessReduction/Visual/DoF/DynamicDoF.cs
  23. 52 0
      Assets/Scripts/SicknessReduction/Visual/Rendering/BokehFeature.cs
  24. 3 0
      Assets/Scripts/SicknessReduction/Visual/Rendering/BokehFeature.cs.meta
  25. 245 0
      Assets/Scripts/SicknessReduction/Visual/Rendering/BokehRenderPass.cs
  26. 3 0
      Assets/Scripts/SicknessReduction/Visual/Rendering/BokehRenderPass.cs.meta
  27. 8 9
      Assets/Scripts/Tracking/FrontWheelTracker.cs
  28. 22 2
      Assets/Settings/ForwardRenderer.asset
  29. 0 258
      Assets/Settings/PPProfile.asset
  30. 202 0
      Assets/Shaders/BlurShader.shader
  31. 9 0
      Assets/Shaders/BlurShader.shader.meta
  32. 151 0
      Assets/Shaders/ConvolutionShader.shader
  33. 9 0
      Assets/Shaders/ConvolutionShader.shader.meta
  34. 1 1
      Packages/manifest.json
  35. 3 3
      Packages/packages-lock.json
  36. 1 1
      ProjectSettings/GraphicsSettings.asset
  37. 213 204
      SteamVR.csproj
  38. 217 208
      SteamVR_Editor.csproj
  39. 215 206
      SteamVR_Input_Editor.csproj
  40. 213 204
      SteamVR_Windows_EditorHelper.csproj
  41. BIN
      obj/Debug/Assembly-CSharp-Editor.csprojAssemblyReference.cache
  42. BIN
      obj/Debug/Assembly-CSharp.csprojAssemblyReference.cache
  43. BIN
      obj/Debug/SteamVR_Windows_EditorHelper.csprojAssemblyReference.cache

+ 2 - 2
.idea/.idea.VR Cycling/.idea/indexLayout.xml

@@ -6,7 +6,7 @@
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+ 254 - 243
Assembly-CSharp-Editor.csproj

@@ -12,7 +12,7 @@
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+ 241 - 235
Assembly-CSharp.csproj

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      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Mesgs\VideoFrameMesg.cs" />
      <Compile Include="Assets\Scripts\Routes\RouteManager.cs" />
+     <Compile Include="Assets\Scripts\AdditionalMathf\Quartiles.cs" />
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      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Mesgs\LengthMesg.cs" />
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      <Compile Include="Assets\Scripts\Display\ViveTrackerDebugDisplay.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Types\GoalRecurrence.cs" />
+     <Compile Include="Assets\Scripts\AdditionalMathf\NOrderStat.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Types\MessageIndex.cs" />
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      <Compile Include="Assets\AdvancedAnt\Scripts\PowerMeterDisplay.cs" />
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      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Mesgs\SpeedZoneMesg.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Encode.cs" />
+     <Compile Include="Assets\Scripts\SicknessReduction\Visual\Rendering\BokehRenderPass.cs" />
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      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Mesgs\CourseMesg.cs" />
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      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\ANT_Managed_Library\ANT_ChannelID.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Types\SourceType.cs" />
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      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Mesgs\VideoTitleMesg.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Types\Intensity.cs" />
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      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Types\StrokeType.cs" />
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      <None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
      <None Include="Assets\AdvancedAnt\Plugins\Ant\License.txt" />
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+ 39 - 0
Assets/Editor/Tests/HelpersTest.cs

@@ -0,0 +1,39 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+using AdditionalMathf;
+using NUnit.Framework;
+using UnityEditor;
+using UnityEngine;
+using UnityEngine.TestTools;
+
+public class HelpersTest
+{
+    private const float DELTA = 0.05f;
+
+    [Test]
+    public void RemoveOutliersFound()
+    {
+        var items = new float[]
+        {
+            1f, 2f, 1.5f, 0.75f, 0.66f, 1.2f, 1.3f, 25f, -10f, 33f
+        };
+        var cleaned = Helpers.RemoveOutliers(items).ToList();
+        Assert.AreEqual(items.Length-3, cleaned.Count);
+        Assert.False(cleaned.Contains(25f));
+        Assert.False(cleaned.Contains(-10f));
+        Assert.False(cleaned.Contains(33f));
+    }
+
+    [Test]
+    public void RemoveOutliersNothingFound()
+    {
+        var items = new float[]
+        {
+            1f, 2f, 1.5f, 0.75f, 0.66f, 1.2f, 1.3f
+        };
+        var cleaned = Helpers.RemoveOutliers(items).ToList();
+        Assert.AreEqual(items, cleaned);
+    }
+}

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+ 115 - 0
Assets/Editor/Tests/QuartilesTest.cs

@@ -0,0 +1,115 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using AdditionalMathf;
+using NUnit.Framework;
+using UnityEditor;
+using UnityEngine;
+using UnityEngine.TestTools;
+
+public class QuartilesTest
+{
+    private const float DELTA = 0.05f;
+
+    [Test]
+    public void Length1()
+    {
+        Assert.Throws<ArgumentException>(() =>
+        {
+            var quartiles = new Quartiles(new List<float>());
+        });
+    }
+
+    [Test]
+    public void Length2()
+    {
+        Assert.Throws<ArgumentException>(() =>
+        {
+            var quartiles = new Quartiles(new List<float>());
+        });
+    }
+
+    [Test]
+    public void Length3()
+    {
+        Assert.Throws<ArgumentException>(() =>
+        {
+            var quartiles = new Quartiles(new List<float>());
+        });
+    }
+
+    [Test]
+    public void Length4()
+    {
+        var q = new Quartiles(new[] {1.5f, 3.5f, 7f, 12.3f});
+        Assert.AreEqual(1.5f, q.Q1, DELTA);
+        Assert.AreEqual(3.5f, q.Q2, DELTA);
+        Assert.AreEqual(7f, q.Q3, DELTA);
+    }
+
+    [Test]
+    public void Empty()
+    {
+        Assert.Throws<ArgumentException>(() =>
+        {
+            var quartiles = new Quartiles(new List<float>());
+        });
+    }
+
+    [Test]
+    public void IQR()
+    {
+        var q = new Quartiles(new[]
+        {
+            1.5f, 3.5f,
+            7f, 12.3f,
+            15f, 17.25f,
+            18f, 22.27f
+        }); //8
+        Assert.AreEqual(q.Iqr, q.Q3 - q.Q1, DELTA);
+    }
+
+    [Test]
+    public void Even()
+    {
+        var q1 = new Quartiles(new[]
+        {
+            1.5f, 3.5f,
+            7f, 12.3f,
+            15f, 17.25f,
+            18f, 22.27f
+        }); //8
+        Assert.AreEqual(3.5f, q1.Q1, DELTA);
+        Assert.AreEqual(12.3f, q1.Q2, DELTA);
+        Assert.AreEqual(17.25f, q1.Q3, DELTA);
+        var q2 = new Quartiles(new[]
+        {
+            1.5f, 3.5f, 7f,
+            12.3f, 15f, 17.25f,
+            18f, 22.27f, 25f,
+            28.5f, 33f, 39.5f
+        }); //12
+        Assert.AreEqual(7f, q2.Q1, DELTA);
+        Assert.AreEqual(17.25f, q2.Q2, DELTA);
+        Assert.AreEqual(25f, q2.Q3, DELTA);
+    }
+
+    [Test]
+    public void Uneven()
+    {
+        var q1 = new Quartiles(new[] {
+            1.5f, 3.5f, 
+            7f, 12.3f, 
+            15f, 
+            17.25f, 18f, 
+            22.27f, 25f}); //9 [2.25, 4.5, 6.75]
+        Assert.AreEqual(Mathf.Lerp(3.5f, 7f, .25f), q1.Q1, DELTA);
+        Assert.AreEqual(Mathf.Lerp(12.3f, 15f, .5f), q1.Q2, DELTA);
+        Assert.AreEqual(Mathf.Lerp(17.25f, 18f, .75f), q1.Q3, DELTA);
+        var q2 = new Quartiles(new[]
+            {1.5f, 3.5f, 7f, 12.3f, 15f, 17.25f, 18f, 22.27f, 25f, 28.5f, 33f, 39.5f, 45f}); //13 [3.25, 6.5, 9.75]
+        Assert.AreEqual(Mathf.Lerp(7f, 12.3f, .25f), q2.Q1, DELTA);
+        Assert.AreEqual(Mathf.Lerp(17.25f, 18f, .5f), q2.Q2, DELTA);
+        Assert.AreEqual(Mathf.Lerp(25f, 28.5f, .75f), q2.Q3, DELTA);
+    }
+}

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         type: 3}
       propertyPath: m_RenderPostProcessing
@@ -454086,7 +454090,7 @@ PrefabInstance:
     - target: {fileID: 4988978072042319892, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
         type: 3}
       propertyPath: m_RootOrder
-      value: 5
+      value: 4
       objectReference: {fileID: 0}
     - target: {fileID: 4988978072042319892, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
         type: 3}
@@ -454364,6 +454368,46 @@ PrefabInstance:
       propertyPath: m_RootOrder
       value: 5
       objectReference: {fileID: 0}
+    - target: {fileID: 4988978072741141096, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
+        type: 3}
+      propertyPath: m_LocalPosition.x
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 4988978072741141096, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
+        type: 3}
+      propertyPath: m_LocalPosition.y
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 4988978072741141096, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
+        type: 3}
+      propertyPath: m_LocalPosition.z
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 4988978072741141096, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
+        type: 3}
+      propertyPath: m_LocalRotation.w
+      value: 0.9999935
+      objectReference: {fileID: 0}
+    - target: {fileID: 4988978072741141096, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
+        type: 3}
+      propertyPath: m_LocalRotation.x
+      value: 0.0036226208
+      objectReference: {fileID: 0}
+    - target: {fileID: 4988978072741141096, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
+        type: 3}
+      propertyPath: m_LocalRotation.y
+      value: -0
+      objectReference: {fileID: 0}
+    - target: {fileID: 4988978072741141096, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
+        type: 3}
+      propertyPath: m_LocalRotation.z
+      value: -0.000000029336658
+      objectReference: {fileID: 0}
+    - target: {fileID: 4988978072741141096, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
+        type: 3}
+      propertyPath: m_LocalEulerAnglesHint.x
+      value: 0.415
+      objectReference: {fileID: 0}
     - target: {fileID: 4988978072741155542, guid: 3b07d6594636ab04d9c1fac04c1cde7e,
         type: 3}
       propertyPath: m_RootOrder

+ 78 - 0
Assets/Scenes/MainScene/PP Volume.asset

@@ -0,0 +1,78 @@
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+%TAG !u! tag:unity3d.com,2011:
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+MonoBehaviour:
+  m_ObjectHideFlags: 3
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+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: c01700fd266d6914ababb731e09af2eb, type: 3}
+  m_Name: DepthOfField
+  m_EditorClassIdentifier: 
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+    max: 1.5
+  highQualitySampling:
+    m_OverrideState: 0
+    m_Value: 0
+  focusDistance:
+    m_OverrideState: 1
+    m_Value: 3.8978117
+    min: -110000000
+  aperture:
+    m_OverrideState: 1
+    m_Value: 1
+    min: 1
+    max: 110000000
+  focalLength:
+    m_OverrideState: 1
+    m_Value: 1
+    min: -100000
+    max: 10000000
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+  m_Name: PP Volume
+  m_EditorClassIdentifier: 
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+ 8 - 0
Assets/Scenes/MainScene/PP Volume.asset.meta

@@ -0,0 +1,8 @@
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+guid: 0163074491301254a9c140b40401b296
+NativeFormatImporter:
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+  mainObjectFileID: 0
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+ 3 - 0
Assets/Scripts/AdditionalMathf.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: a1650a8121694ac39e3b1cb7a8fdd04c
+timeCreated: 1611575500

+ 84 - 0
Assets/Scripts/AdditionalMathf/NOrderStat.cs

@@ -0,0 +1,84 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+
+namespace AdditionalMathf
+{
+    public static class NOrderStatExtension
+    {
+        /// <summary>
+        /// Partitions the given list around a pivot element such that all elements on left of pivot are <= pivot
+        /// and the ones at thr right are > pivot. This method can be used for sorting, N-order statistics such as
+        /// as median finding algorithms.
+        /// Pivot is selected ranodmly if random number generator is supplied else its selected as last element in the list.
+        /// Reference: Introduction to Algorithms 3rd Edition, Corman et al, pp 171
+        /// </summary>
+        private static int Partition<T>(this IList<T> list, int start, int end, Random rnd = null)
+            where T : IComparable<T>
+        {
+            if (rnd != null)
+                list.Swap(end, rnd.Next(start, end + 1));
+
+            var pivot = list[end];
+            var lastLow = start - 1;
+            for (var i = start; i < end; i++)
+            {
+                if (list[i].CompareTo(pivot) <= 0)
+                    list.Swap(i, ++lastLow);
+            }
+
+            list.Swap(end, ++lastLow);
+            return lastLow;
+        }
+
+        /// <summary>
+        /// Returns Nth smallest element from the list. Here n starts from 0 so that n=0 returns minimum, n=1 returns 2nd smallest element etc.
+        /// Note: specified list would be mutated in the process.
+        /// Reference: Introduction to Algorithms 3rd Edition, Corman et al, pp 216
+        /// </summary>
+        public static T NthOrderStatistic<T>(this IList<T> list, int n, Random rnd = null) where T : IComparable<T>
+        {
+            return NthOrderStatistic(list, n, 0, list.Count - 1, rnd);
+        }
+
+        private static T NthOrderStatistic<T>(this IList<T> list, int n, int start, int end, Random rnd)
+            where T : IComparable<T>
+        {
+            while (true)
+            {
+                var pivotIndex = list.Partition(start, end, rnd);
+                if (pivotIndex == n)
+                    return list[pivotIndex];
+
+                if (n < pivotIndex)
+                    end = pivotIndex - 1;
+                else
+                    start = pivotIndex + 1;
+            }
+        }
+
+        public static void Swap<T>(this IList<T> list, int i, int j)
+        {
+            if (i == j) //This check is not required but Partition function may make many calls so its for perf reason
+                return;
+            var temp = list[i];
+            list[i] = list[j];
+            list[j] = temp;
+        }
+
+        /// <summary>
+        /// Note: specified list would be mutated in the process.
+        /// </summary>
+        public static T Median<T>(this IList<T> list) where T : IComparable<T>
+        {
+            return list.NthOrderStatistic((list.Count - 1) / 2);
+        }
+
+        public static double Median<T>(this IEnumerable<T> sequence, Func<T, double> getValue)
+        {
+            var list = sequence.Select(getValue).ToList();
+            var mid = (list.Count - 1) / 2;
+            return list.NthOrderStatistic(mid);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/AdditionalMathf/NOrderStat.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 2c0a101714574932ad7dc21a84748092
+timeCreated: 1611575572

+ 46 - 0
Assets/Scripts/AdditionalMathf/Quartiles.cs

@@ -0,0 +1,46 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using UnityEngine;
+
+namespace AdditionalMathf
+{
+    public class Quartiles
+    {
+        public float Q1 { get; }
+        public float Q2 { get; }
+        public float Q3 { get; }
+
+        public float Iqr { get; }
+
+        public Quartiles(IList<float> list)
+        {
+            if (list.Count < 4) throw new ArgumentException("list must not be empty");
+            var sorted = list.OrderBy(v => v).ToList();
+
+            var i1 = 0.25f * list.Count;
+            var i2 = 0.5f * list.Count;
+            var i3 = 0.75f * list.Count;
+
+            Q1 = ValueForFloatingIndex(sorted, i1);
+            Q2 = ValueForFloatingIndex(sorted, i2);
+            Q3 = ValueForFloatingIndex(sorted, i3);
+            Iqr = Q3 - Q1;
+        }
+
+        private float ValueForFloatingIndex(IList<float> list, float index)
+        {
+            var i = Mathf.Max(0, index - 1);
+            if (i % 1f == 0)
+            {
+                return list[(int) i];
+            }
+
+            var flooredIndex = Mathf.FloorToInt(i);
+            var lower = list[flooredIndex];
+            var higher = list[Mathf.Min(Mathf.CeilToInt(i), list.Count - 1)];
+
+            return Mathf.Lerp(lower, higher, i - flooredIndex);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/AdditionalMathf/Quartiles.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 13c5ce05168c476eb5a8178ff7208187
+timeCreated: 1611575090

+ 20 - 2
Assets/Scripts/Helpers.cs

@@ -1,4 +1,7 @@
-using UnityEngine;
+using System.Collections.Generic;
+using System.Linq;
+using AdditionalMathf;
+using UnityEngine;
 
 public class Helpers
 {
@@ -66,7 +69,7 @@ public class Helpers
         if (vector.y <= vector.x && vector.y <= vector.z) return vector.y;
         return vector.z;
     }
-    
+
     public static float GetMaxComponent(Vector3 vector)
     {
         if (vector.x > vector.y && vector.x > vector.z) return vector.x;
@@ -81,4 +84,19 @@ public class Helpers
 
     public static Vector3 Vector3Abs(Vector3 value) =>
         new Vector3(Mathf.Abs(value.x), Mathf.Abs(value.y), Mathf.Abs(value.z));
+
+    /// <summary>
+    /// Remove outliers using the interquartile range method
+    /// </summary>
+    /// <param name="collection">A collection of floats, from which outliers are to be removed</param>
+    /// <returns>A collection without the outliers</returns>
+    public static IEnumerable<float> RemoveOutliers(IList<float> collection)
+    {
+        if (collection.Count < 4) return collection;
+        var quartiles = new Quartiles(collection);
+        var range = 1.5f * quartiles.Iqr;
+
+        // see https://www.statology.org/outliers-excel/
+        return collection.Where((v) => v >= quartiles.Q1 - range && v <= quartiles.Q3 + range);
+    }
 }

+ 62 - 17
Assets/Scripts/SicknessReduction/Visual/DoF/DynamicDoF.cs

@@ -1,4 +1,5 @@
 using System;
+using System.Collections.Generic;
 using System.Linq;
 using UnityEngine;
 using UnityEngine.EventSystems;
@@ -7,15 +8,27 @@ using UnityEngine.Rendering.Universal;
 
 namespace SicknessReduction.Visual.DoF
 {
+    //TODO: look at https://catlikecoding.com/unity/tutorials/advanced-rendering/depth-of-field/ or pseudocode in paper
     public class DynamicDoF : MonoBehaviour
     {
+        private const int NUMBER_OF_RAYS = 9; // Carneige, Rhee (2015)
+        private const float RAY_OFFSET = 6f; //Exact value not mentioned in paper
+
+        [Tooltip("Max Radius of Circle of Confusion in percent of display width")]
+        public float maxFactorRadiusCOC = 0.0175f; //Carneige, Rhee (2015)
+
+        public float refocusTimePerMeter = 0.0000017f; //seconds; Carneige, Rhee (2015)
+        public float maxFocusDistance = 30000f; //metres; Carneige, Rhee (2015
+
         public Camera playerCamera;
         public VolumeProfile postProcessProfile;
-        
+
         private Transform cameraTransform;
         private DepthOfField doF;
         private bool doFAvailable;
 
+        private List<float> rayDistances = new List<float>(NUMBER_OF_RAYS);
+
         private void Start()
         {
             cameraTransform = playerCamera.transform;
@@ -25,47 +38,79 @@ namespace SicknessReduction.Visual.DoF
             {
                 // ReSharper disable once PossibleNullReferenceException
                 doF.mode.value = DepthOfFieldMode.Bokeh;
+                doF.focalLength.min = 0f;
+                doF.focalLength.max = float.MaxValue;
+                doF.aperture.max = float.MaxValue;
+                doF.aperture.min = 0f;
             }
             else
             {
                 Debug.LogWarning("No DepthOfField found in PostProcessing Profile!");
             }
-           
         }
 
         private void Update()
         {
-            if(!doFAvailable) return;
-            var focalDistance = CastRay();
-            if (focalDistance < 0)
+            if (!doFAvailable) return;
+            var focusDistance = CastRays();
+            if (focusDistance < 0)
             {
                 doF.active = false;
                 return;
             }
 
+            /*For real-time performance, we
+simply assume all users will take a static 500 ms
+to refocus from an infinite distance to a close distance
+(≈ 1 m), using the value calculated in earlier
+work13 (assuming a typical adult’s eyes). This
+translates to a linear interpolation between focal
+distances that takes ≈ 1.7*/
             doF.active = true;
-            doF.focusDistance.value = focalDistance;
-            doF.focalLength.value = focalDistance * 10;
+            var timeNeededToRefocus = Mathf.Abs(focusDistance - doF.focusDistance.value) * refocusTimePerMeter;
+            focusDistance = Mathf.Lerp(doF.focusDistance.value, focusDistance, Time.deltaTime / timeNeededToRefocus);
+            doF.focusDistance.value = focusDistance;
+            doF.focalLength.value = 1;
+            doF.aperture.value = ApertureForCocAndFocusDistance(maxFactorRadiusCOC, focusDistance);
         }
 
-        private float CastRay()
+        private float ApertureForCocAndFocusDistance(float coc, float focusDistance) =>
+            1 / (1000 * coc * (focusDistance - 0.001f));
+
+        private float CastRays()
         {
             var position = cameraTransform.position;
             var forward = cameraTransform.forward;
             var start = position + forward * playerCamera.nearClipPlane;
-            var end = position + forward * playerCamera.farClipPlane;
 
-            if (Physics.Linecast(start, end, out var hit, Physics.DefaultRaycastLayers))
+            var ends = new Vector3[NUMBER_OF_RAYS];
+            ends[0] = position + forward * playerCamera.farClipPlane;
+            ends[1] = ends[0] + cameraTransform.TransformDirection(new Vector3(RAY_OFFSET, 0, 0));
+            ends[2] = ends[0] + cameraTransform.TransformDirection(new Vector3(-RAY_OFFSET, 0, 0));
+            ends[3] = ends[0] + cameraTransform.TransformDirection(new Vector3(0, RAY_OFFSET, 0));
+            ends[4] = ends[0] + cameraTransform.TransformDirection(new Vector3(0, -RAY_OFFSET, 0));
+            ends[5] = ends[0] + cameraTransform.TransformDirection(new Vector3(RAY_OFFSET, RAY_OFFSET, 0));
+            ends[6] = ends[0] + cameraTransform.TransformDirection(new Vector3(-RAY_OFFSET, RAY_OFFSET, 0));
+            ends[7] = ends[0] + cameraTransform.TransformDirection(new Vector3(RAY_OFFSET, -RAY_OFFSET, 0));
+            ends[8] = ends[0] + cameraTransform.TransformDirection(new Vector3(-RAY_OFFSET, -RAY_OFFSET, 0));
+
+            rayDistances.Clear();
+            foreach (var end in ends)
             {
-                Debug.DrawLine(start, end, Color.green);
-                Debug.Log("DoF - Hit, Distance = "+hit.distance);
-                return hit.distance;
+                if (Physics.Linecast(start, end, out var hit, Physics.DefaultRaycastLayers))
+                {
+                    Debug.DrawLine(start, (end - start).normalized * hit.distance, Color.green);
+                    //Debug.Log("DoF - Hit, Distance = " + hit.distance);
+                    rayDistances.Add(hit.distance);
+                }
+                else
+                {
+                    Debug.DrawRay(position, position + forward * playerCamera.farClipPlane, Color.red);
+                }
             }
 
-            Debug.DrawRay(position, position + forward * playerCamera.farClipPlane, Color.red);
-            Debug.Log("DoF - No hit");
-            return -1f;
-
+            if (rayDistances.Count < 1) return -1;
+            return Helpers.RemoveOutliers(rayDistances).Average();
         }
     }
 }

+ 52 - 0
Assets/Scripts/SicknessReduction/Visual/Rendering/BokehFeature.cs

@@ -0,0 +1,52 @@
+using UnityEngine;
+using UnityEngine.Rendering.Universal;
+
+namespace SicknessReduction.Visual.Rendering
+{
+    public class BokehFeature : ScriptableRendererFeature
+    {
+        [System.Serializable]
+        public class BokehFeatureSettings
+        {
+            // we're free to put whatever we want here, public fields will be exposed in the inspector
+            public bool IsEnabled = true;
+            public RenderPassEvent WhenToInsert = RenderPassEvent.AfterRendering;
+            public float maxCoc;
+            public float focusDistance;
+            public Material fragMaterial;
+        }
+
+        // MUST be named "settings" (lowercase) to be shown in the Render Features inspector
+        public BokehFeatureSettings settings = new BokehFeatureSettings();
+
+        RenderTargetHandle renderTextureHandle;
+        BokehRenderPass myRenderPass;
+
+        public override void Create()
+        {
+            myRenderPass = new BokehRenderPass(
+                "Bokeh Render Pass",
+                settings
+            );
+        }
+
+        // called every frame once per camera
+        public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
+        {
+            if (!settings.IsEnabled)
+            {
+                // we can do nothing this frame if we want
+                return;
+            }
+
+            // Gather up and pass any extra information our pass will need.
+            // In this case we're getting the camera's color buffer target
+            var cameraColorTargetIdent = renderer.cameraColorTarget;
+            myRenderPass.Setup(renderingData.cameraData.cameraTargetDescriptor, cameraColorTargetIdent);
+
+            // Ask the renderer to add our pass.
+            // Could queue up multiple passes and/or pick passes to use
+            renderer.EnqueuePass(myRenderPass);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/SicknessReduction/Visual/Rendering/BokehFeature.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 8fe42bcfb8c0417e8ec5411c09eecd8a
+timeCreated: 1611644281

+ 245 - 0
Assets/Scripts/SicknessReduction/Visual/Rendering/BokehRenderPass.cs

@@ -0,0 +1,245 @@
+using System;
+using System.Runtime.CompilerServices;
+using UnityEngine;
+using UnityEngine.Experimental.Rendering;
+using UnityEngine.InputSystem.Interactions;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.Universal;
+using UnityEngine.Rendering.Universal.Internal;
+
+namespace SicknessReduction.Visual.Rendering
+{
+    internal static class ShaderConstants
+    {
+        public static readonly int _FullCoCTexture = Shader.PropertyToID("_FullCoCTexture");
+        public static readonly int _DofTexture = Shader.PropertyToID("_DofTexture");
+        public static readonly int _CoCParams = Shader.PropertyToID("_CoCParams");
+        public static readonly int _BokehKernel = Shader.PropertyToID("_BokehKernel");
+        public static readonly int _PongTexture = Shader.PropertyToID("_PongTexture");
+        public static readonly int _PingTexture = Shader.PropertyToID("_PingTexture");
+    }
+
+    class BokehRenderPass : ScriptableRenderPass
+    {
+        // used to label this pass in Unity's Frame Debug utility
+        string profilerTag;
+
+        private Material material;
+        private Material uberMaterial;
+        private BokehFeature.BokehFeatureSettings bokehSettings;
+
+        private Vector4[] m_BokehKernel;
+        private bool kernelPrepared;
+        RenderTextureDescriptor m_Descriptor;
+
+        RenderTargetIdentifier cameraColorTargetIdent;
+        RenderTargetHandle target;
+        private RenderTargetHandle tmp;
+
+        public BokehRenderPass(string profilerTag,
+            BokehFeature.BokehFeatureSettings settings)
+        {
+            this.profilerTag = profilerTag;
+            renderPassEvent = settings.WhenToInsert;
+            bokehSettings = settings;
+
+            material = CoreUtils.CreateEngineMaterial(
+                Shader.Find("Hidden/Universal Render Pipeline/BokehDepthOfField"));
+
+            Debug.Log("Material created: " + material?.shader?.name ?? "Null");
+        }
+
+        public void Setup(in RenderTextureDescriptor baseDescriptor, RenderTargetIdentifier target)
+        {
+            //m_Descriptor = baseDescriptor;
+            cameraColorTargetIdent = target;
+        }
+
+        // called each frame before Execute, use it to set up things the pass will need
+        public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
+        {
+            int wh = m_Descriptor.width / 2;
+            int hh = m_Descriptor.height / 2;
+            /*cmd.GetTemporaryRT(ShaderConstants._FullCoCTexture,
+                cameraTextureDescriptor);
+            cmd.GetTemporaryRT(ShaderConstants._PingTexture,
+                cameraTextureDescriptor);
+            cmd.GetTemporaryRT(ShaderConstants._PongTexture,
+                cameraTextureDescriptor);
+            cmd.GetTemporaryRT(target.id, cameraTextureDescriptor);*/
+            m_Descriptor = cameraTextureDescriptor;
+
+            // Temporary textures
+            cmd.GetTemporaryRT(ShaderConstants._FullCoCTexture,
+                GetStereoCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, GraphicsFormat.R8_UNorm),
+                FilterMode.Bilinear);
+            cmd.GetTemporaryRT(ShaderConstants._PingTexture,
+                GetStereoCompatibleDescriptor(wh, hh, GraphicsFormat.R16G16B16A16_SFloat), FilterMode.Bilinear);
+            cmd.GetTemporaryRT(ShaderConstants._PongTexture,
+                GetStereoCompatibleDescriptor(wh, hh, GraphicsFormat.R16G16B16A16_SFloat), FilterMode.Bilinear);
+            cmd.GetTemporaryRT(target.id, cameraTextureDescriptor);
+            cmd.GetTemporaryRT(tmp.id, cameraTextureDescriptor);
+        }
+
+
+        // Execute is called for every eligible camera every frame. It's not called at the moment that
+        // rendering is actually taking place, so don't directly execute rendering commands here.
+        // Instead use the methods on ScriptableRenderContext to set up instructions.
+        // RenderingData provides a bunch of (not very well documented) information about the scene
+        // and what's being rendered.
+        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
+        {
+            // fetch a command buffer to use
+            CommandBuffer cmd = CommandBufferPool.Get(profilerTag);
+            cmd.Clear();
+
+            int wh = m_Descriptor.width / 2;
+            int hh = m_Descriptor.height / 2;
+
+            // "A Lens and Aperture Camera Model for Synthetic Image Generation" [Potmesil81]
+            float maxCoC = bokehSettings.maxCoc;
+            float P = bokehSettings.focusDistance;
+            float maxRadius = GetMaxBokehRadiusInPixels(m_Descriptor.height);
+            float rcpAspect = 1f / (wh / (float) hh);
+
+            cmd.SetGlobalVector(ShaderConstants._CoCParams,
+                new Vector4(P, maxCoC, maxRadius, rcpAspect));
+
+            // Prepare the bokeh kernel constant buffer
+            if (!kernelPrepared)
+            {
+                PrepareBokehKernel();
+                kernelPrepared = true;
+            }
+
+            cmd.SetGlobalVectorArray(ShaderConstants._BokehKernel, m_BokehKernel);
+
+            // Compute CoC
+            cmd.Blit(cameraColorTargetIdent, ShaderConstants._FullCoCTexture, material, 0);
+            cmd.SetGlobalTexture(ShaderConstants._FullCoCTexture,
+                ShaderConstants._FullCoCTexture);
+
+            // Downscale & prefilter color + coc
+            cmd.Blit(cameraColorTargetIdent, ShaderConstants._PingTexture, material, 1);
+
+            // Bokeh blur
+            cmd.Blit(ShaderConstants._PingTexture, ShaderConstants._PongTexture,
+                material, 2);
+
+            // Post-filtering
+            cmd.Blit(ShaderConstants._PongTexture,
+                BlitDstDiscardContent(cmd, ShaderConstants._PingTexture), material, 3);
+
+            // Composite
+            cmd.SetGlobalTexture(ShaderConstants._DofTexture,
+                ShaderConstants._PingTexture);
+            cmd.Blit(cameraColorTargetIdent, BlitDstDiscardContent(cmd, target.Identifier()), material, 4);
+
+            //cmd.Blit(tmp.Identifier(), target.Identifier(), material, 5);
+            //cmd.SetGlobalTexture("_BlitTex", cameraColorTargetIdent);
+            //cmd.Blit(target.Identifier(), cameraColorTargetIdent, uberMaterial);
+
+
+            cmd.Blit(target.Identifier(), cameraColorTargetIdent);
+
+            context.ExecuteCommandBuffer(cmd);
+
+            // tidy up after ourselves
+            cmd.Clear();
+            CommandBufferPool.Release(cmd);
+        }
+
+        // called after Execute, use it to clean up anything allocated in Configure
+        public override void FrameCleanup(CommandBuffer cmd)
+        {
+            // Cleanup
+            cmd.ReleaseTemporaryRT(ShaderConstants._FullCoCTexture);
+            cmd.ReleaseTemporaryRT(ShaderConstants._PingTexture);
+            cmd.ReleaseTemporaryRT(ShaderConstants._PongTexture);
+            cmd.ReleaseTemporaryRT(target.id);
+            cmd.ReleaseTemporaryRT(tmp.id);
+        }
+
+        #region Depth Of Field
+
+        void PrepareBokehKernel()
+        {
+            const int kRings = 4;
+            const int kPointsPerRing = 7;
+
+            // Check the existing array
+            if (m_BokehKernel == null)
+                m_BokehKernel = new Vector4[42];
+
+            // Fill in sample points (concentric circles transformed to rotated N-Gon)
+            int idx = 0;
+            float bladeCount = 5f;
+            float curvature = 0f;
+            float rotation = 10f * Mathf.Deg2Rad;
+            const float PI = Mathf.PI;
+            const float TWO_PI = Mathf.PI * 2f;
+
+            for (int ring = 1; ring < kRings; ring++)
+            {
+                float bias = 1f / kPointsPerRing;
+                float radius = (ring + bias) / (kRings - 1f + bias);
+                int points = ring * kPointsPerRing;
+
+                for (int point = 0; point < points; point++)
+                {
+                    // Angle on ring
+                    float phi = 2f * PI * point / points;
+
+                    // Transform to rotated N-Gon
+                    // Adapted from "CryEngine 3 Graphics Gems" [Sousa13]
+                    float nt = Mathf.Cos(PI / bladeCount);
+                    float dt = Mathf.Cos(phi - (TWO_PI / bladeCount) *
+                        Mathf.Floor((bladeCount * phi + Mathf.PI) / TWO_PI));
+                    float r = radius * Mathf.Pow(nt / dt, curvature);
+                    float u = r * Mathf.Cos(phi - rotation);
+                    float v = r * Mathf.Sin(phi - rotation);
+
+                    m_BokehKernel[idx] = new Vector4(u, v);
+                    idx++;
+                }
+            }
+        }
+
+        [MethodImpl(MethodImplOptions.AggressiveInlining)]
+        static float GetMaxBokehRadiusInPixels(float viewportHeight)
+        {
+            // Estimate the maximum radius of bokeh (empirically derived from the ring count)
+            const float kRadiusInPixels = 14f;
+            return Mathf.Min(0.05f, kRadiusInPixels / viewportHeight);
+        }
+
+        RenderTextureDescriptor GetStereoCompatibleDescriptor()
+            => GetStereoCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, m_Descriptor.graphicsFormat,
+                m_Descriptor.depthBufferBits);
+
+        RenderTextureDescriptor GetStereoCompatibleDescriptor(int width, int height, GraphicsFormat format,
+            int depthBufferBits = 0)
+        {
+            // Inherit the VR setup from the camera descriptor
+            var desc = m_Descriptor;
+            desc.depthBufferBits = depthBufferBits;
+            desc.msaaSamples = 1;
+            desc.width = width;
+            desc.height = height;
+            desc.graphicsFormat = format;
+            return desc;
+        }
+
+        private BuiltinRenderTextureType BlitDstDiscardContent(CommandBuffer cmd, RenderTargetIdentifier rt)
+        {
+            // We set depth to DontCare because rt might be the source of PostProcessing used as a temporary target
+            // Source typically comes with a depth buffer and right now we don't have a way to only bind the color attachment of a RenderTargetIdentifier
+            cmd.SetRenderTarget(new RenderTargetIdentifier(rt, 0, CubemapFace.Unknown, -1),
+                RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
+                RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
+            return BuiltinRenderTextureType.CurrentActive;
+        }
+
+        #endregion
+    }
+}

+ 3 - 0
Assets/Scripts/SicknessReduction/Visual/Rendering/BokehRenderPass.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 99145c3ad69c4edda2e1595dddb9e864
+timeCreated: 1611642714

+ 8 - 9
Assets/Scripts/Tracking/FrontWheelTracker.cs

@@ -13,23 +13,23 @@ namespace Tracking
         public KineticLegTracker legTracker;
         public int framesToConsider = 10;
         public bool useTrackerRotationInsteadOfPosition;
-        public float SteerRotation => framesToConsider > 1 ? CalculateSteerRotationMultiFrame() : CalculateSteerRotationSingleFrame();
-        
+
+        public float SteerRotation => framesToConsider > 1
+            ? CalculateSteerRotationMultiFrame()
+            : CalculateSteerRotationSingleFrame();
+
         public Vector3 DebugPosOnBikePlane { private set; get; }
 
         private Queue<float> previousValues;
 
-        protected override void Start()
+        private void OnEnable()
         {
-            base.Start();
             if (framesToConsider > 1)
             {
                 previousValues = new Queue<float>(framesToConsider);
             }
         }
 
-        
-
         private float CalculateSteerRotationSingleFrame()
         {
             if (useTrackerRotationInsteadOfPosition) return RelativeRotation.y;
@@ -44,8 +44,9 @@ namespace Tracking
             {
                 previousValues.Dequeue();
             }
+
             previousValues.Enqueue(angleThisFrame);
-            
+
             //easiest way -> avg; TODO maybe in future, remove outliers
             return previousValues.Average();
         }
@@ -74,7 +75,5 @@ namespace Tracking
             var theta = Mathf.Acos(Mathf.Clamp(posOnBikePlane.x / trackerDistanceToWheelCenterPoint, -1f, 1f));
             return 90f - theta * Mathf.Rad2Deg;
         }
-
-       
     }
 }

+ 22 - 2
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+ 202 - 0
Assets/Shaders/BlurShader.shader

@@ -0,0 +1,202 @@
+Shader "Custom/Blur"{
+	//show values to edit in inspector
+	Properties{
+		[HideInInspector]_MainTex ("Texture", 2D) = "white" {}
+		_BlurSize("Blur Size", Range(0,0.5)) = 0
+		[KeywordEnum(Low, Medium, High)] _Samples ("Sample amount", Float) = 0
+		[Toggle(GAUSS)] _Gauss ("Gaussian Blur", float) = 0
+		[PowerSlider(3)]_StandardDeviation("Standard Deviation (Gauss only)", Range(0.00, 0.3)) = 0.02
+	}
+
+	SubShader{
+		// markers that specify that we don't need culling 
+		// or reading/writing to the depth buffer
+		Cull Off
+		ZWrite Off 
+		ZTest Always
+
+		//Vertical Blur
+		Pass{
+			CGPROGRAM
+			//include useful shader functions
+			#include "UnityCG.cginc"
+
+			//define vertex and fragment shader
+			#pragma vertex vert
+			#pragma fragment frag
+
+			#pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH
+			#pragma shader_feature GAUSS
+
+			//texture and transforms of the texture
+			sampler2D _MainTex;
+			float _BlurSize;
+			float _StandardDeviation;
+
+			#define PI 3.14159265359
+			#define E 2.71828182846
+
+		#if _SAMPLES_LOW
+			#define SAMPLES 10
+		#elif _SAMPLES_MEDIUM
+			#define SAMPLES 30
+		#else
+			#define SAMPLES 100
+		#endif
+
+			//the object data that's put into the vertex shader
+			struct appdata{
+				float4 vertex : POSITION;
+				float2 uv : TEXCOORD0;
+			};
+
+			//the data that's used to generate fragments and can be read by the fragment shader
+			struct v2f{
+				float4 position : SV_POSITION;
+				float2 uv : TEXCOORD0;
+			};
+
+			//the vertex shader
+			v2f vert(appdata v){
+				v2f o;
+				//convert the vertex positions from object space to clip space so they can be rendered
+				o.position = UnityObjectToClipPos(v.vertex);
+				o.uv = v.uv;
+				return o;
+			}
+
+			//the fragment shader
+			fixed4 frag(v2f i) : SV_TARGET{
+			#if GAUSS
+				//failsafe so we can use turn off the blur by setting the deviation to 0
+				if(_StandardDeviation == 0)
+				return tex2D(_MainTex, i.uv);
+			#endif
+				//init color variable
+				float4 col = 0;
+			#if GAUSS
+				float sum = 0;
+			#else
+				float sum = SAMPLES;
+			#endif
+				//iterate over blur samples
+				for(float index = 0; index < SAMPLES; index++){
+					//get the offset of the sample
+					float offset = (index/(SAMPLES-1) - 0.5) * _BlurSize;
+					//get uv coordinate of sample
+					float2 uv = i.uv + float2(0, offset);
+				#if !GAUSS
+					//simply add the color if we don't have a gaussian blur (box)
+					col += tex2D(_MainTex, uv);
+				#else
+					//calculate the result of the gaussian function
+					float stDevSquared = _StandardDeviation*_StandardDeviation;
+					float gauss = (1 / sqrt(2*PI*stDevSquared)) * pow(E, -((offset*offset)/(2*stDevSquared)));
+					//add result to sum
+					sum += gauss;
+					//multiply color with influence from gaussian function and add it to sum color
+					col += tex2D(_MainTex, uv) * gauss;
+				#endif
+				}
+				//divide the sum of values by the amount of samples
+				col = col / sum;
+				return col;
+			}
+
+			ENDCG
+		}
+
+		//Horizontal Blur
+		Pass{
+			CGPROGRAM
+			//include useful shader functions
+			#include "UnityCG.cginc"
+
+			#pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH
+			#pragma shader_feature GAUSS
+
+			//define vertex and fragment shader
+			#pragma vertex vert
+			#pragma fragment frag
+
+			//texture and transforms of the texture
+			sampler2D _MainTex;
+			float _BlurSize;
+			float _StandardDeviation;
+
+			#define PI 3.14159265359
+			#define E 2.71828182846
+
+		#if _SAMPLES_LOW
+			#define SAMPLES 10
+		#elif _SAMPLES_MEDIUM
+			#define SAMPLES 30
+		#else
+			#define SAMPLES 100
+		#endif
+
+			//the object data that's put into the vertex shader
+			struct appdata{
+				float4 vertex : POSITION;
+				float2 uv : TEXCOORD0;
+			};
+
+			//the data that's used to generate fragments and can be read by the fragment shader
+			struct v2f{
+				float4 position : SV_POSITION;
+				float2 uv : TEXCOORD0;
+			};
+
+			//the vertex shader
+			v2f vert(appdata v){
+				v2f o;
+				//convert the vertex positions from object space to clip space so they can be rendered
+				o.position = UnityObjectToClipPos(v.vertex);
+				o.uv = v.uv;
+				return o;
+			}
+
+			//the fragment shader
+			fixed4 frag(v2f i) : SV_TARGET{
+			#if GAUSS
+				//failsafe so we can use turn off the blur by setting the deviation to 0
+				if(_StandardDeviation == 0)
+				return tex2D(_MainTex, i.uv);
+			#endif
+				//calculate aspect ratio
+				float invAspect = _ScreenParams.y / _ScreenParams.x;
+				//init color variable
+				float4 col = 0;
+			#if GAUSS
+				float sum = 0;
+			#else
+				float sum = SAMPLES;
+			#endif
+				//iterate over blur samples
+				for(float index = 0; index < SAMPLES; index++){
+					//get the offset of the sample
+					float offset = (index/(SAMPLES-1) - 0.5) * _BlurSize * invAspect;
+					//get uv coordinate of sample
+					float2 uv = i.uv + float2(offset, 0);
+				#if !GAUSS
+					//simply add the color if we don't have a gaussian blur (box)
+					col += tex2D(_MainTex, uv);
+				#else
+					//calculate the result of the gaussian function
+					float stDevSquared = _StandardDeviation*_StandardDeviation;
+					float gauss = (1 / sqrt(2*PI*stDevSquared)) * pow(E, -((offset*offset)/(2*stDevSquared)));
+					//add result to sum
+					sum += gauss;
+					//multiply color with influence from gaussian function and add it to sum color
+					col += tex2D(_MainTex, uv) * gauss;
+				#endif
+				}
+				//divide the sum of values by the amount of samples
+				col = col / sum;
+				return col;
+			}
+
+			ENDCG
+		}
+	}
+}

+ 9 - 0
Assets/Shaders/BlurShader.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: b1f0210f1ee6582429b07c8d22ab8380
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 151 - 0
Assets/Shaders/ConvolutionShader.shader

@@ -0,0 +1,151 @@
+Shader "Custom/Convolution"
+{
+    Properties
+    {
+        _MainTex ("Texture", 2D) = "white" {}
+        [Enum(kerEdgeDetectionA,1,kerEdgeDetectionB,2,kerEdgeDetectionC,3,kerSharpen,4,kerBoxBlur,5)]
+        _Kernel("Kernel", Float) = 1
+    }
+    SubShader
+    {
+        // No culling or depth
+        Cull Off ZWrite Off ZTest Always
+
+        Pass
+        {
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+
+            #include "UnityCG.cginc"
+
+            struct appdata
+            {
+                float4 vertex : POSITION;
+                float2 uv : TEXCOORD0;
+            };
+
+            struct v2f
+            {
+                float2 uv : TEXCOORD0;
+                float4 vertex : SV_POSITION;
+            };
+
+            v2f vert(appdata v)
+            {
+                v2f o;
+                o.vertex = UnityObjectToClipPos(v.vertex);
+                o.uv = v.uv;
+                return o;
+            }
+
+            sampler2D _MainTex;
+            float4 _MainTex_TexelSize;
+
+            float3x3 GetData(int channel, sampler2D tex, float2 uv, float4 size)
+            {
+                float3x3 mat;
+                for (int y = -1; y < 2; y++)
+                {
+                    for (int x = -1; x < 2; x++)
+                    {
+                        mat[x + 1][y + 1] = tex2D(tex, uv + float2(x * size.x, y * size.y))[channel];
+                    }
+                }
+                return mat;
+            }
+
+            float3x3 GetMean(float3x3 matr, float3x3 matg, float3x3 matb)
+            {
+                float3x3 mat;
+                for (int y = 0; y < 3; y++)
+                {
+                    for (int x = 0; x < 3; x++)
+                    {
+                        mat[x][y] = (matr[x][y] + matg[x][y] + matb[x][y]) / 3.0;
+                    }
+                }
+                return mat;
+            }
+
+            float Convolve(float3x3 kernel, float3x3 pixels, float denom, float offset)
+            {
+                float res = 0.0;
+                for (int y = 0; y < 3; y++)
+                {
+                    for (int x = 0; x < 3; x++)
+                    {
+                        res += kernel[2 - x][2 - y] * pixels[x][y];
+                    }
+                }
+
+                return res;
+            }
+
+            float _Kernel;
+
+            fixed4 frag(v2f i) : SV_Target
+            {
+                float3x3 kerEdgeDetectionA = float3x3(0.0, 0, -1.0,
+                                                      1.0, 0, -1.0,
+                                                      0.0, 1.0, 0.0);
+
+                float3x3 kerEdgeDetectionB = float3x3(0.0, 1.0, 0.0,
+                                                      1.0, -4.0, 1.0,
+                                                      0.0, 1.0, 0.0);
+
+                float3x3 kerEdgeDetectionC = float3x3(-1.0, -1.0, -1.0,
+                                                      -1.0, 8.0, -1.0,
+                                                      -1.0, -1.0, -1.0);
+
+                float3x3 kerSharpen = float3x3(0.0, -1.0, 0.0,
+                                               -1.0, 5.0, -1.0,
+                                               0.0, -1.0, 0.0);
+
+
+                float3x3 kerBoxBlur = (1.0 / 9.0) * float3x3(1.0, 1.0, 1.0,
+                                                             1.0, 1.0, 1.0,
+                                                             1.0, 1.0, 1.0);
+
+
+                float3x3 kernelSelection;
+
+                if (_Kernel == 1)
+                {
+                    kernelSelection = kerEdgeDetectionA;
+                }
+                else if (_Kernel == 2)
+                {
+                    kernelSelection = kerEdgeDetectionB;
+                }
+                else if (_Kernel == 3)
+                {
+                    kernelSelection = kerEdgeDetectionC;
+                }
+                else if (_Kernel == 4)
+                {
+                    kernelSelection = kerSharpen;
+                }
+                else if (_Kernel == 5)
+                {
+                    kernelSelection = kerBoxBlur;
+                }
+
+                float3x3 matr = GetData(0, _MainTex, i.uv, _MainTex_TexelSize);
+                float3x3 matg = GetData(1, _MainTex, i.uv, _MainTex_TexelSize);
+                float3x3 matb = GetData(2, _MainTex, i.uv, _MainTex_TexelSize);
+                float3x3 mata = GetMean(matr, matg, matb);
+
+
+                // kernel
+                float4 gl_FragColor = float4(Convolve(kernelSelection, matr, 1.0, 0.0),
+                                             Convolve(kernelSelection, matg, 1.0, 0.0),
+                                             Convolve(kernelSelection, matb, 1.0, 0.0),
+                                             1.0);
+
+                return gl_FragColor;
+            }
+            ENDCG
+        }
+    }
+}

+ 9 - 0
Assets/Shaders/ConvolutionShader.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 06254cd92dac75146ad06c12e25a18a9
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 1 - 1
Packages/manifest.json

@@ -7,7 +7,7 @@
     "com.unity.ide.vscode": "1.2.3",
     "com.unity.inputsystem": "1.0.1",
     "com.unity.render-pipelines.universal": "8.2.0",
-    "com.unity.test-framework": "1.1.18",
+    "com.unity.test-framework": "1.1.22",
     "com.unity.textmeshpro": "3.0.1",
     "com.unity.timeline": "1.2.16",
     "com.unity.ugui": "1.0.0",

+ 3 - 3
Packages/packages-lock.json

@@ -15,7 +15,7 @@
       "url": "https://packages.unity.com"
     },
     "com.unity.ext.nunit": {
-      "version": "1.0.0",
+      "version": "1.0.6",
       "depth": 1,
       "source": "registry",
       "dependencies": {},
@@ -115,11 +115,11 @@
       "url": "https://packages.unity.com"
     },
     "com.unity.test-framework": {
-      "version": "1.1.18",
+      "version": "1.1.22",
       "depth": 0,
       "source": "registry",
       "dependencies": {
-        "com.unity.ext.nunit": "1.0.0",
+        "com.unity.ext.nunit": "1.0.6",
         "com.unity.modules.imgui": "1.0.0",
         "com.unity.modules.jsonserialize": "1.0.0"
       },

+ 1 - 1
ProjectSettings/GraphicsSettings.asset

@@ -28,6 +28,7 @@ GraphicsSettings:
   m_LensFlare:
     m_Mode: 1
     m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0}
+  m_VideoShadersIncludeMode: 2
   m_AlwaysIncludedShaders:
   - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0}
   - {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0}
@@ -65,4 +66,3 @@ GraphicsSettings:
   m_LightsUseLinearIntensity: 1
   m_LightsUseColorTemperature: 0
   m_LogWhenShaderIsCompiled: 0
-  m_AllowEnlightenSupportForUpgradedProject: 1

+ 213 - 204
SteamVR.csproj

@@ -12,7 +12,7 @@
     <ProductVersion>10.0.20506</ProductVersion>
     <SchemaVersion>2.0</SchemaVersion>
     <RootNamespace></RootNamespace>
-    <ProjectGuid>{84332faa-c693-3963-7224-30befa100592}</ProjectGuid>
+    <ProjectGuid>{e28ef438-8df2-bcdd-80b3-619ed7f38a17}</ProjectGuid>
     <OutputType>Library</OutputType>
     <AppDesignerFolder>Properties</AppDesignerFolder>
     <AssemblyName>SteamVR</AssemblyName>
@@ -246,615 +246,624 @@
      <None Include="Assets\SteamVR\SteamVR.asmdef" />
      <None Include="Assets\SteamVR\Resources\SteamVR_Fade.shader" />
  <Reference Include="Unity.XR.OpenVR">
- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.XR.OpenVR.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.SpatialTracking">
- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/UnityEngine.SpatialTracking.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.SpatialTracking.dll</HintPath>
  </Reference>
  <Reference Include="UnityEditor.UI">
- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.UI">
- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.AIModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AIModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AIModule.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.ARModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ARModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ARModule.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.AccessibilityModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AccessibilityModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AccessibilityModule.dll</HintPath>
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- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AndroidJNIModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AndroidJNIModule.dll</HintPath>
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- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AnimationModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AnimationModule.dll</HintPath>
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- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AssetBundleModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AssetBundleModule.dll</HintPath>
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- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AudioModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AudioModule.dll</HintPath>
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  <Reference Include="UnityEngine.ClothModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClothModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClothModule.dll</HintPath>
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  <Reference Include="UnityEngine.ClusterInputModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterInputModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterInputModule.dll</HintPath>
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  <Reference Include="UnityEngine.ClusterRendererModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterRendererModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterRendererModule.dll</HintPath>
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- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.CoreModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.CoreModule.dll</HintPath>
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- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.CrashReportingModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.CrashReportingModule.dll</HintPath>
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- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.DSPGraphModule.dll</HintPath>
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+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.IMGUIModule.dll</HintPath>
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+ 217 - 208
SteamVR_Editor.csproj

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+ 213 - 204
SteamVR_Windows_EditorHelper.csproj

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