Browse Source

Condition Manager + Scene Adjustments

Marcel Zickler 3 years ago
parent
commit
79a0a5bf3e
37 changed files with 1844 additions and 2360 deletions
  1. 59 10
      .idea/.idea.VRCyling/.idea/workspace.xml
  2. 248 257
      Assembly-CSharp-Editor.csproj
  3. 241 242
      Assembly-CSharp.csproj
  4. 1 1
      Assets/Materials/Helmets/Helmet_Inner_Grey.mat
  5. 2 2
      Assets/Materials/Vignette.mat
  6. 390 386
      Assets/Scenes/MainScene.unity
  7. 0 0
      Assets/Scenes/MainScene/OcclusionCullingData.asset
  8. 3 3
      Assets/Scenes/MainScene/PP Volume.asset
  9. 52 0
      Assets/Scripts/ConditionManager.cs
  10. 3 0
      Assets/Scripts/ConditionManager.cs.meta
  11. 0 0
      Assets/Scripts/IgnoreClipping.cs
  12. 0 0
      Assets/Scripts/IgnoreClipping.cs.meta
  13. 2 1
      Assets/Scripts/Sensors/Polar/UdpConnection.cs
  14. 0 8
      Assets/Scripts/Settings.meta
  15. 0 76
      Assets/Scripts/Settings/ForwardRenderer.asset
  16. 0 8
      Assets/Scripts/Settings/ForwardRenderer.asset.meta
  17. 0 55
      Assets/Scripts/Settings/UniversalRP-HighQuality.asset
  18. 0 8
      Assets/Scripts/Settings/UniversalRP-HighQuality.asset.meta
  19. 0 55
      Assets/Scripts/Settings/UniversalRP-LowQuality.asset
  20. 0 8
      Assets/Scripts/Settings/UniversalRP-LowQuality.asset.meta
  21. 0 55
      Assets/Scripts/Settings/UniversalRP-MediumQuality.asset
  22. 0 8
      Assets/Scripts/Settings/UniversalRP-MediumQuality.asset.meta
  23. 1 1
      Assets/Scripts/SicknessReduction/DynamicReductionSource.cs
  24. 1 1
      Assets/Scripts/SicknessReduction/Haptic/DataBroker.cs
  25. 8 8
      Assets/Scripts/SicknessReduction/Visual/DoF/DynamicDoF.cs
  26. 0 52
      Assets/Scripts/SicknessReduction/Visual/Rendering/BokehFeature.cs
  27. 0 3
      Assets/Scripts/SicknessReduction/Visual/Rendering/BokehFeature.cs.meta
  28. 0 245
      Assets/Scripts/SicknessReduction/Visual/Rendering/BokehRenderPass.cs
  29. 0 3
      Assets/Scripts/SicknessReduction/Visual/Rendering/BokehRenderPass.cs.meta
  30. 7 1
      Assets/Scripts/SicknessReduction/Visual/Vignetting/DynamicVignetting.cs
  31. 1 1
      Assets/Scripts/Tracking/TrackerIndexManager.cs
  32. 3 4
      Assets/Settings/ForwardRenderer.asset
  33. 204 213
      SteamVR.csproj
  34. 208 217
      SteamVR_Editor.csproj
  35. 206 215
      SteamVR_Input_Editor.csproj
  36. 204 213
      SteamVR_Windows_EditorHelper.csproj
  37. BIN
      obj/Debug/Assembly-CSharp.csprojAssemblyReference.cache

+ 59 - 10
.idea/.idea.VRCyling/.idea/workspace.xml

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Assets/Materials/Helmets/Helmet_Inner_Grey.mat

@@ -71,7 +71,7 @@ Material:
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     - _ZWrite: 1
     m_Colors:
-    - _BaseColor: {r: 0.5377358, g: 0.5377358, b: 0.5377358, a: 1}
+    - _BaseColor: {r: 0.13207549, g: 0.13207549, b: 0.13207549, a: 1}
     - _Color: {r: 1, g: 1, b: 1, a: 1}
     - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
     - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}

+ 2 - 2
Assets/Materials/Vignette.mat

@@ -58,10 +58,10 @@ Material:
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     - _Glossiness: 0
     - _GlossyReflections: 0
-    - _IFOV: 0.3200097
+    - _IFOV: 0.92428416
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     - _Metallic: 0
-    - _OFOV: 0.37000972
+    - _OFOV: 0.99428415
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     - _ReceiveShadows: 1

File diff suppressed because it is too large
+ 390 - 386
Assets/Scenes/MainScene.unity


File diff suppressed because it is too large
+ 0 - 0
Assets/Scenes/MainScene/OcclusionCullingData.asset


+ 3 - 3
Assets/Scenes/MainScene/PP Volume.asset

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   m_Name: DepthOfField
   m_EditorClassIdentifier: 
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@@ -35,11 +35,11 @@ MonoBehaviour:
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+    m_Value: 14.419821
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+    m_Value: 0.0001733845
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+ 52 - 0
Assets/Scripts/ConditionManager.cs

@@ -0,0 +1,52 @@
+using System;
+using Routes;
+using SicknessReduction.Haptic;
+using SicknessReduction.Visual.DoF;
+using SicknessReduction.Visual.Vignetting;
+using UnityEngine;
+
+public enum SicknessMeasure
+{
+    Vignetting,
+    DepthOfField,
+    VirtualHelmet,
+    Fan,
+    Vibration,
+    None
+}
+
+[Serializable]
+public struct Condition
+{
+    public int routeNumber;
+    public SicknessMeasure activeMeasure;
+}
+
+public class ConditionManager : MonoBehaviour
+{
+    [Header("Game Objects")] public RouteManager routeManager;
+    public DynamicVignetting dynamicVignetting;
+    public DynamicDoF dynamicDoF;
+    public GameObject virtualHelmet;
+    public FanController fanController;
+    public VibrationController vibrationController;
+    public GameObject ppVolume;
+
+    [Header("Configuration")] public Condition[] conditions;
+    public int activeCondition;
+
+    private void OnEnable()
+    {
+        var c = conditions[activeCondition];
+        routeManager.selectedRoute = c.routeNumber;
+
+        ppVolume.SetActive(false);
+
+        fanController.enabled = c.activeMeasure == SicknessMeasure.Fan;
+        vibrationController.enabled = c.activeMeasure == SicknessMeasure.Vibration;
+        virtualHelmet.SetActive(c.activeMeasure == SicknessMeasure.VirtualHelmet);
+        ppVolume.SetActive(c.activeMeasure == SicknessMeasure.DepthOfField);
+        dynamicDoF.enabled = c.activeMeasure == SicknessMeasure.DepthOfField;
+        dynamicVignetting.enabled = c.activeMeasure == SicknessMeasure.Vignetting;
+    }
+}

+ 3 - 0
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+ 0 - 0
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+ 2 - 1
Assets/Scripts/Sensors/Polar/UdpConnection.cs

@@ -22,7 +22,8 @@ namespace Sensors.Polar
         {
             this.onAccData = onAccData;
             this.onEcgData = onEcgData;
-            client = new UdpClient(new IPEndPoint(IPAddress.Parse(ipAddress), port));
+            var parsedAddress = IPAddress.Parse(ipAddress);
+            client = new UdpClient(new IPEndPoint(parsedAddress, port));
         }
 
         public void Listen() => Task.Run(async () =>

+ 0 - 8
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-  m_ShadowDistance: 100
-  m_ShadowCascades: 1
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-  m_Cascade4Split: {x: 0.067, y: 0.2, z: 0.467}
-  m_ShadowDepthBias: 1
-  m_ShadowNormalBias: 1
-  m_SoftShadowsSupported: 1
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-  m_ShadowType: 1
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-  m_LocalShadowsAtlasResolution: 256
-  m_MaxPixelLights: 0
-  m_ShadowAtlasResolution: 256
-  m_ShaderVariantLogLevel: 0

+ 0 - 8
Assets/Scripts/Settings/UniversalRP-HighQuality.asset.meta

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Assets/Scripts/Settings/UniversalRP-MediumQuality.asset.meta

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+ 1 - 1
Assets/Scripts/SicknessReduction/DynamicReductionSource.cs

@@ -70,7 +70,7 @@ namespace SicknessReduction
 
             currentValue = Mathf.Clamp(currentValue + change, 0, 1);
 
-            Debug.Log($"SuggestionValue = {currentValue}");
+            //Debug.Log($"SuggestionValue = {currentValue}");
         }
     }
 }

+ 1 - 1
Assets/Scripts/SicknessReduction/Haptic/DataBroker.cs

@@ -42,7 +42,7 @@ namespace SicknessReduction.Haptic
             var sd = new ServiceDiscovery();
             sd.Advertise(service);
             serverStarted = server.StartAsync(new MqttServerOptions());
-            Debug.Log("Mqtt Server started");
+            Debug.Log($"Mqtt Server started at {Helpers.GetIPAddress()}");
             //await PublishBla();
         }
 

+ 8 - 8
Assets/Scripts/SicknessReduction/Visual/DoF/DynamicDoF.cs

@@ -43,19 +43,19 @@ namespace SicknessReduction.Visual.DoF
       
         
         //TODO: debug, remove
-        public GameObject gizmoPrefab;
-        private GameObject[] hits =  new GameObject[NUMBER_OF_RAYS];
+        //public GameObject gizmoPrefab;
+        //private GameObject[] hits =  new GameObject[NUMBER_OF_RAYS];
 
         private void Start()
         {
             cameraTransform = playerCamera.transform;
             //Debug.Log($"Screen Width = {playerCamera.pixelWidth}, scaled = {playerCamera.scaledPixelWidth}");
             //maxCocRadius = maxFactorRadiusCOC * playerCamera.scaledPixelWidth; FIXME: waaaay to small
-            for (int i = 0; i < NUMBER_OF_RAYS; i++)
+            /*for (int i = 0; i < NUMBER_OF_RAYS; i++)
             {
                 hits[i] = Instantiate(gizmoPrefab);
                 hits[i].SetActive(false);
-            } //TODO: debug, remove
+            } *///TODO: debug, remove
             doF = (DepthOfField) postProcessProfile.components.FirstOrDefault(c => c is DepthOfField);
             doFAvailable = doF != null;
             if (doFAvailable)
@@ -132,18 +132,18 @@ distances that takes ≈ 1.7*/
                 var end = ends[i];
                 if (Physics.Linecast(start, end, out var hit, Physics.DefaultRaycastLayers))
                 {
-                    Debug.DrawLine(start, hit.point, Color.green);
+                    /*Debug.DrawLine(start, hit.point, Color.green);
                     hits[i].transform.position = hit.point;
                     hits[i].transform.localScale = Vector3.one * (hit.distance * 0.01f); 
-                    hits[i].SetActive(true);
+                    hits[i].SetActive(true);*/
                     //Debug.Log("DoF - Hit, Distance = " + hit.distance);
                     rayDistances.Add(hit.distance);
                 }
-                else
+                /*else
                 {
                     hits[i].SetActive(false);
                     Debug.DrawRay(position, position + forward * playerCamera.farClipPlane, Color.red);
-                }
+                }*/
             }
 
             if (rayDistances.Count < 1) return -1;

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

@@ -1,52 +0,0 @@
-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);
-        }
-    }
-}

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

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

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

@@ -1,245 +0,0 @@
-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
-    }
-}

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

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

+ 7 - 1
Assets/Scripts/SicknessReduction/Visual/Vignetting/DynamicVignetting.cs

@@ -31,8 +31,14 @@ namespace SicknessReduction.Visual.Vignetting
                 f is MaterialBlitFeature && f.name.Equals("VignetteBlitFilter"));
             blitFeatureAvailable = blitFeature != null;
 
-            if (!blitFeatureAvailable) return;
+            if (!blitFeatureAvailable)
+            {
+                Debug.LogError("VignetteBlitFilter not available!");
+                return;
+            };
+            
             // ReSharper disable once PossibleNullReferenceException
+            blitFeature.SetActive(true);
             blitFeatureMaterial = blitFeature.settings.MaterialToBlit;
 
             base.Start();

+ 1 - 1
Assets/Scripts/Tracking/TrackerIndexManager.cs

@@ -37,7 +37,7 @@ namespace Tracking
             
             if (error != ETrackedPropertyError.TrackedProp_Success)
             {
-                Debug.LogError($"Could not get serial number for tracker at index {index}");
+                Debug.LogWarning($"Could not get serial number for tracker at index {index}");
             }
             else
             {

+ 3 - 4
Assets/Settings/ForwardRenderer.asset

@@ -9,7 +9,7 @@ MonoBehaviour:
   m_GameObject: {fileID: 0}
   m_Enabled: 1
   m_EditorHideFlags: 0
-  m_Script: {fileID: 11500000, guid: 8fe42bcfb8c0417e8ec5411c09eecd8a, type: 3}
+  m_Script: {fileID: 0}
   m_Name: BokehFilter
   m_EditorClassIdentifier: 
   m_Active: 0
@@ -33,8 +33,7 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   m_RendererFeatures:
   - {fileID: 6778055420923976788}
-  - {fileID: -3383895950237585765}
-  m_RendererFeatureMap: 549c15607e7d105e9bae34d98ffc09d1
+  m_RendererFeatureMap: 549c15607e7d105e
   postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
   shaders:
     blitPS: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3}
@@ -69,7 +68,7 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: c1ced6fce81e55b4bad32b490ad4e55c, type: 3}
   m_Name: VignetteBlitFilter
   m_EditorClassIdentifier: 
-  m_Active: 0
+  m_Active: 1
   settings:
     IsEnabled: 1
     WhenToInsert: 550

+ 204 - 213
SteamVR.csproj

@@ -12,7 +12,7 @@
     <ProductVersion>10.0.20506</ProductVersion>
     <SchemaVersion>2.0</SchemaVersion>
     <RootNamespace></RootNamespace>
-    <ProjectGuid>{e28ef438-8df2-bcdd-80b3-619ed7f38a17}</ProjectGuid>
+    <ProjectGuid>{84332faa-c693-3963-7224-30befa100592}</ProjectGuid>
     <OutputType>Library</OutputType>
     <AppDesignerFolder>Properties</AppDesignerFolder>
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SteamVR_Input_Editor.csproj

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SteamVR_Windows_EditorHelper.csproj

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