Browse Source

LerpSlopeCollider working!

Marcel Zickler 3 years ago
parent
commit
f794e31278
100 changed files with 494 additions and 7471 deletions
  1. 254 251
      Assembly-CSharp-Editor.csproj
  2. 240 264
      Assembly-CSharp.csproj
  3. 0 8
      Assets/GingerVR.meta
  4. 0 8
      Assets/GingerVR/Extras.meta
  5. 0 8
      Assets/GingerVR/Extras/MiscScripts.meta
  6. 0 96
      Assets/GingerVR/Extras/MiscScripts/CircleEffectHandler.cs
  7. 0 11
      Assets/GingerVR/Extras/MiscScripts/CircleEffectHandler.cs.meta
  8. 0 24
      Assets/GingerVR/Extras/MiscScripts/DoubleCamera.cs
  9. 0 11
      Assets/GingerVR/Extras/MiscScripts/DoubleCamera.cs.meta
  10. 0 48
      Assets/GingerVR/Extras/MiscScripts/Eyepatcher.cs
  11. 0 11
      Assets/GingerVR/Extras/MiscScripts/Eyepatcher.cs.meta
  12. 0 44
      Assets/GingerVR/Extras/MiscScripts/HeadLockVR.cs
  13. 0 11
      Assets/GingerVR/Extras/MiscScripts/HeadLockVR.cs.meta
  14. 0 30
      Assets/GingerVR/Extras/MiscScripts/MeanBlurHandler.cs
  15. 0 11
      Assets/GingerVR/Extras/MiscScripts/MeanBlurHandler.cs.meta
  16. 0 22
      Assets/GingerVR/Extras/MiscScripts/PrintAwake.cs
  17. 0 11
      Assets/GingerVR/Extras/MiscScripts/PrintAwake.cs.meta
  18. 0 19
      Assets/GingerVR/Extras/MiscScripts/ReverseMesh.cs
  19. 0 11
      Assets/GingerVR/Extras/MiscScripts/ReverseMesh.cs.meta
  20. 0 50
      Assets/GingerVR/Extras/MiscScripts/RotateTester.cs
  21. 0 11
      Assets/GingerVR/Extras/MiscScripts/RotateTester.cs.meta
  22. 0 36
      Assets/GingerVR/Extras/MiscScripts/SickTube.cs
  23. 0 11
      Assets/GingerVR/Extras/MiscScripts/SickTube.cs.meta
  24. 0 25
      Assets/GingerVR/Extras/MiscScripts/SimplePlayerController.cs
  25. 0 11
      Assets/GingerVR/Extras/MiscScripts/SimplePlayerController.cs.meta
  26. 0 22
      Assets/GingerVR/Extras/MiscScripts/TwinCameraEyePatcher.cs
  27. 0 11
      Assets/GingerVR/Extras/MiscScripts/TwinCameraEyePatcher.cs.meta
  28. 0 8
      Assets/GingerVR/Extras/Models.meta
  29. 0 79
      Assets/GingerVR/Extras/Models/HorizontalNose.prefab
  30. 0 7
      Assets/GingerVR/Extras/Models/HorizontalNose.prefab.meta
  31. 0 716
      Assets/GingerVR/Extras/Models/nose 1.obj
  32. 0 99
      Assets/GingerVR/Extras/Models/nose 1.obj.meta
  33. 0 564
      Assets/GingerVR/Extras/Models/nose.obj
  34. 0 101
      Assets/GingerVR/Extras/Models/nose.obj.meta
  35. 0 716
      Assets/GingerVR/Extras/Models/nose2.obj
  36. 0 99
      Assets/GingerVR/Extras/Models/nose2.obj.meta
  37. 0 716
      Assets/GingerVR/Extras/Models/nose3.obj
  38. 0 100
      Assets/GingerVR/Extras/Models/nose3.obj.meta
  39. 0 8
      Assets/GingerVR/Extras/Sprites.meta
  40. 0 77
      Assets/GingerVR/Extras/Sprites/Checker.mat
  41. 0 8
      Assets/GingerVR/Extras/Sprites/Checker.mat.meta
  42. BIN
      Assets/GingerVR/Extras/Sprites/checker.png
  43. 0 88
      Assets/GingerVR/Extras/Sprites/checker.png.meta
  44. 0 8
      Assets/GingerVR/Extras/Utilities.meta
  45. 0 8
      Assets/GingerVR/Extras/Utilities/Tools.meta
  46. 0 331
      Assets/GingerVR/Extras/Utilities/Tools/FOVUtility.prefab
  47. 0 7
      Assets/GingerVR/Extras/Utilities/Tools/FOVUtility.prefab.meta
  48. 0 123
      Assets/GingerVR/Extras/Utilities/Tools/SicknessSphere.prefab
  49. 0 7
      Assets/GingerVR/Extras/Utilities/Tools/SicknessSphere.prefab.meta
  50. 0 8
      Assets/GingerVR/Liscense.meta
  51. 0 21
      Assets/GingerVR/Liscense/Liscense.txt.txt
  52. 0 7
      Assets/GingerVR/Liscense/Liscense.txt.txt.meta
  53. 0 150
      Assets/GingerVR/README.md
  54. 0 3
      Assets/GingerVR/README.md.meta
  55. 0 8
      Assets/GingerVR/SicknessReductionTechniques.meta
  56. 0 8
      Assets/GingerVR/SicknessReductionTechniques/AuthenticNose.meta
  57. 0 76
      Assets/GingerVR/SicknessReductionTechniques/AuthenticNose/AuthenticNose.cs
  58. 0 11
      Assets/GingerVR/SicknessReductionTechniques/AuthenticNose/AuthenticNose.cs.meta
  59. 0 213
      Assets/GingerVR/SicknessReductionTechniques/AuthenticNose/AuthenticNose.prefab
  60. 0 7
      Assets/GingerVR/SicknessReductionTechniques/AuthenticNose/AuthenticNose.prefab.meta
  61. 0 111
      Assets/GingerVR/SicknessReductionTechniques/AuthenticNose/DoubleNose.mat
  62. 0 8
      Assets/GingerVR/SicknessReductionTechniques/AuthenticNose/DoubleNose.mat.meta
  63. 0 8
      Assets/GingerVR/SicknessReductionTechniques/Construction.meta
  64. 0 8
      Assets/GingerVR/SicknessReductionTechniques/Construction/Materials.meta
  65. 0 79
      Assets/GingerVR/SicknessReductionTechniques/Construction/Materials/vignette.mat
  66. 0 8
      Assets/GingerVR/SicknessReductionTechniques/Construction/Materials/vignette.mat.meta
  67. 0 128
      Assets/GingerVR/SicknessReductionTechniques/Construction/VignetteFOV.prefab
  68. 0 7
      Assets/GingerVR/SicknessReductionTechniques/Construction/VignetteFOV.prefab.meta
  69. BIN
      Assets/GingerVR/SicknessReductionTechniques/Construction/vignette.png
  70. 0 103
      Assets/GingerVR/SicknessReductionTechniques/Construction/vignette.png.meta
  71. 0 8
      Assets/GingerVR/SicknessReductionTechniques/DotEffect.meta
  72. 0 80
      Assets/GingerVR/SicknessReductionTechniques/DotEffect/Dot.prefab
  73. 0 7
      Assets/GingerVR/SicknessReductionTechniques/DotEffect/Dot.prefab.meta
  74. 0 71
      Assets/GingerVR/SicknessReductionTechniques/DotEffect/DotEffect.cs
  75. 0 11
      Assets/GingerVR/SicknessReductionTechniques/DotEffect/DotEffect.cs.meta
  76. 0 67
      Assets/GingerVR/SicknessReductionTechniques/DotEffect/DotEffect.prefab
  77. 0 7
      Assets/GingerVR/SicknessReductionTechniques/DotEffect/DotEffect.prefab.meta
  78. 0 8
      Assets/GingerVR/SicknessReductionTechniques/DynamicColorBlur.meta
  79. 0 27
      Assets/GingerVR/SicknessReductionTechniques/DynamicColorBlur/ColorBlurMat.mat
  80. 0 8
      Assets/GingerVR/SicknessReductionTechniques/DynamicColorBlur/ColorBlurMat.mat.meta
  81. 0 126
      Assets/GingerVR/SicknessReductionTechniques/DynamicColorBlur/DynamicColorBlur.cs
  82. 0 11
      Assets/GingerVR/SicknessReductionTechniques/DynamicColorBlur/DynamicColorBlur.cs.meta
  83. 0 235
      Assets/GingerVR/SicknessReductionTechniques/DynamicColorBlur/SaliencyBlur.shader
  84. 0 9
      Assets/GingerVR/SicknessReductionTechniques/DynamicColorBlur/SaliencyBlur.shader.meta
  85. 0 8
      Assets/GingerVR/SicknessReductionTechniques/DynamicFOVFilter.meta
  86. 0 109
      Assets/GingerVR/SicknessReductionTechniques/DynamicFOVFilter/DynamicFOVFilter.cs
  87. 0 11
      Assets/GingerVR/SicknessReductionTechniques/DynamicFOVFilter/DynamicFOVFilter.cs.meta
  88. 0 136
      Assets/GingerVR/SicknessReductionTechniques/DynamicFOVFilter/DynamicFOVFilter.prefab
  89. 0 7
      Assets/GingerVR/SicknessReductionTechniques/DynamicFOVFilter/DynamicFOVFilter.prefab.meta
  90. BIN
      Assets/GingerVR/SicknessReductionTechniques/DynamicFOVFilter/largevigtexture.png
  91. 0 103
      Assets/GingerVR/SicknessReductionTechniques/DynamicFOVFilter/largevigtexture.png.meta
  92. BIN
      Assets/GingerVR/SicknessReductionTechniques/DynamicFOVFilter/vig2.png
  93. 0 91
      Assets/GingerVR/SicknessReductionTechniques/DynamicFOVFilter/vig2.png.meta
  94. 0 8
      Assets/GingerVR/SicknessReductionTechniques/DynamicGaussianBlur.meta
  95. 0 129
      Assets/GingerVR/SicknessReductionTechniques/DynamicGaussianBlur/DynamicGaussianBlur.cs
  96. 0 11
      Assets/GingerVR/SicknessReductionTechniques/DynamicGaussianBlur/DynamicGaussianBlur.cs.meta
  97. 0 221
      Assets/GingerVR/SicknessReductionTechniques/DynamicGaussianBlur/GaussianBlur.shader
  98. 0 9
      Assets/GingerVR/SicknessReductionTechniques/DynamicGaussianBlur/GaussianBlur.shader.meta
  99. 0 27
      Assets/GingerVR/SicknessReductionTechniques/DynamicGaussianBlur/GaussianBlurMat.mat
  100. 0 8
      Assets/GingerVR/SicknessReductionTechniques/DynamicGaussianBlur/GaussianBlurMat.mat.meta

+ 254 - 251
Assembly-CSharp-Editor.csproj

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      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Types\WktStepDuration.cs" />
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Assets/GingerVR/Extras/MiscScripts/CircleEffectHandler.cs

@@ -1,96 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-
-[ExecuteInEditMode]
-public class CircleEffectHandler : MonoBehaviour
-{
-
-    public Material circleEffectMaterial; //create material from shader and attatch here
-    public float speedThreshold;
-    
-    GameObject cameraObject;
-    float lagTime = 1f;
-
-    // Start is called before the first frame update
-    void Start()
-    {
-        angularVelocity = new Vector3(0,0,0);
-        StartCoroutine(TrackAngularVelocity());
-        cameraObject = GetComponent<Camera>().gameObject;
-        circleEffectMaterial.SetFloat("_blackRatio", 1);
-    }
-
-    // Update is called once per frame
-    void Update()
-    {
-        
-    }
-
-    IEnumerator CircleFadeRoutine(){
-        yield return null;
-        float t = 0;
-        //fade in
-        while(t < lagTime){
-            
-            t+=Time.deltaTime;
-            circleEffectMaterial.SetFloat("_blackRatio", 1f - t/lagTime);
-            yield return null;
-        }
-        circleEffectMaterial.SetFloat("_blackRatio", 0);
-
-        while(angularVelocity.magnitude > speedThreshold){
-            circleEffectMaterial.SetFloat("_blackRatio", 0);
-            yield return null;
-        }
-
-        t = 0;
-        //fade in
-        while(t < lagTime){
-            t+=Time.deltaTime;
-            circleEffectMaterial.SetFloat("_blackRatio", t/lagTime);
-            yield return null;
-        }
-        circleEffectMaterial.SetFloat("_blackRatio",1);
-        lagging = false;
-    }
-
-    Vector3 angularVelocity;
-    bool lagging = false;
-    IEnumerator TrackAngularVelocity(){
-        Vector3 lastRotation = new Vector3(0,0,0);
-        while(true){
-            yield return null;
-            Vector3 delta = cameraObject.transform.localEulerAngles - lastRotation;
-            lastRotation = cameraObject.transform.localEulerAngles;
-            angularVelocity = delta / Time.deltaTime;
-        }
-    }
-
-    void OnRenderImage(RenderTexture src, RenderTexture dst){
-        
-
-        if(angularVelocity.magnitude > speedThreshold && !lagging){
-            lagging = true;
-            StartCoroutine(CircleFadeRoutine());
-        }
-
-
-
-
-        RenderTexture renderTexture = RenderTexture.GetTemporary(src.width, src.height);
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-
-        //apply the render texture as many iterations as specified
-
-        RenderTexture tempTexture = RenderTexture.GetTemporary(src.width, src.height); //creates a quick temporary texture for calculations
-        Graphics.Blit(renderTexture, tempTexture, circleEffectMaterial);
-        RenderTexture.ReleaseTemporary(renderTexture); //releases the temporary texture we got from GetTemporary 
-        renderTexture = tempTexture;
-
-        Graphics.Blit(renderTexture, dst);
-        RenderTexture.ReleaseTemporary(renderTexture);
-    }
-}

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+ 0 - 24
Assets/GingerVR/Extras/MiscScripts/DoubleCamera.cs

@@ -1,24 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class DoubleCamera : MonoBehaviour
-{
-    public bool blindLeftEye;
-    public bool blindRightEye;
-    public GameObject leftEyeCamera;
-    public GameObject rightEyeCamera;
-    public GameObject leftEyePatch;
-    public GameObject rightEyePatch;
-    // Start is called before the first frame update
-    void Start()
-    {
-        
-    }
-
-    // Update is called once per frame
-    void Update()
-    {
-        
-    }
-}

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+ 0 - 48
Assets/GingerVR/Extras/MiscScripts/Eyepatcher.cs

@@ -1,48 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class Eyepatcher : MonoBehaviour
-{
-    // Start is called before the first frame update
-    public bool blindLeftEye;
-    public bool blindRightEye;
-
-     GameObject leftEyeBlock;
-     GameObject rightEyeBlock;
-
-    public GameObject eyePatchBlock;
-    void Start()
-    {
-        GameObject leftEyeAnchor = GameObject.Find("LeftEyeAnchor");
-        GameObject rightEyeAnchor = GameObject.Find("RightEyeAnchor");
-
-        leftEyeBlock = Instantiate(eyePatchBlock,leftEyeAnchor.transform);
-        leftEyeBlock.transform.localPosition = new Vector3(0,0,0.5f);
-        leftEyeBlock.layer = LayerMask.NameToLayer("LeftEye");
-
-
-        
-        rightEyeBlock = Instantiate(eyePatchBlock,rightEyeAnchor.transform);
-        rightEyeBlock.transform.localPosition = new Vector3(0,0,0.5f);
-        rightEyeBlock.layer = LayerMask.NameToLayer("RightEye");
-
-
-        
-    }
-
-    // Update is called once per frame
-    void Update()
-    {
-        if(blindLeftEye){
-            leftEyeBlock.SetActive(true);
-        }else{
-            leftEyeBlock.SetActive(false);
-        }
-        if(blindRightEye){
-            rightEyeBlock.SetActive(true);
-        }else{
-            rightEyeBlock.SetActive(false);
-        }
-    }
-}

+ 0 - 11
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+ 0 - 44
Assets/GingerVR/Extras/MiscScripts/HeadLockVR.cs

@@ -1,44 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class HeadLockVR : MonoBehaviour
-{
-    public string lockAxis = "Jump";
-    bool cameraLocked = false;
-    Quaternion lockedRotation;
-    public GameObject parent;
-    // Start is called before the first frame update
-    void Start()
-    {
-        
-    }
-
-    void Update(){
-    }
-
-    // Update is called once per frame
-    void LateUpdate()
-    {
-        Vector3 cameraAngles = Camera.main.transform.localEulerAngles;
-        Vector3 parentAngles = new Vector3(cameraAngles.x-90, cameraAngles.y-90, cameraAngles.z-90);
-
-        parent.transform.eulerAngles = parentAngles;
-        //target.transform.rotation = Camera.main.transform.rotation * -1;
-        //target.transform.Rotate(-cameraRotation.x, -cameraRotation.y, -cameraRotation.z);
-        //Debug.Log(Camera.main.transform.localEulerAngles);
-        //Camera.main.transform.LookAt(target.transform);
-        //OVRManager.display.RecenterPose(); 
-        //Camera.main.transform.rotation = lockedRotation;
-        if(Input.GetAxisRaw(lockAxis) != 0){
-            Debug.Log("Locked Camera");
-            if(!cameraLocked){
-                cameraLocked = true;
-                lockedRotation = Quaternion.identity;
-            }
-            Camera.main.transform.rotation = lockedRotation;
-        }else if(Input.GetAxisRaw(lockAxis) == 0){
-            cameraLocked = false;
-        }
-    }
-}

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+ 0 - 30
Assets/GingerVR/Extras/MiscScripts/MeanBlurHandler.cs

@@ -1,30 +0,0 @@
-using UnityEngine;
-
-[ExecuteInEditMode]
-public class MeanBlurHandler : MonoBehaviour
-{
-    public Material meanBlurMaterial; //create material from shader and attatch here
-
-    [Range(0, 40)]
-    public int intensity;
-
-    void OnRenderImage(RenderTexture src, RenderTexture dst)
-    {
-
-        RenderTexture renderTexture = RenderTexture.GetTemporary(src.width, src.height);
-
-        Graphics.Blit(src, renderTexture); //copies source texture to destination texture
-
-        //apply the render texture as many iterations as specified
-        for (int i = 0; i < intensity; i++)
-        {
-            RenderTexture tempTexture = RenderTexture.GetTemporary(src.width, src.height); //creates a quick temporary texture for calculations
-            Graphics.Blit(renderTexture, tempTexture, meanBlurMaterial);
-            RenderTexture.ReleaseTemporary(renderTexture); //releases the temporary texture we got from GetTemporary 
-            renderTexture = tempTexture;
-        }
-
-        Graphics.Blit(renderTexture, dst);
-        RenderTexture.ReleaseTemporary(renderTexture);
-    }
-}

+ 0 - 11
Assets/GingerVR/Extras/MiscScripts/MeanBlurHandler.cs.meta

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+ 0 - 22
Assets/GingerVR/Extras/MiscScripts/PrintAwake.cs

@@ -1,22 +0,0 @@
-// The PrintAwake script is placed on a GameObject.  The Awake function is
-// called when the GameObject is started at runtime.  The script is also
-// called by the Editor.  An example is when the Scene is changed to a
-// different Scene in the Project window.
-// The Update() function is called, for example, when the GameObject transform
-// position is changed in the Editor.
-
-using UnityEngine;
-
-[ExecuteInEditMode]
-public class PrintAwake : MonoBehaviour
-{
-    void Awake()
-    {
-        Debug.Log("Editor causes this Awake");
-    }
-
-    void Update()
-    {
-        Debug.Log("Editor causes this Update");
-    }
-}

+ 0 - 11
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+ 0 - 19
Assets/GingerVR/Extras/MiscScripts/ReverseMesh.cs

@@ -1,19 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class ReverseMesh : MonoBehaviour
-{
-    // Start is called before the first frame update
-    void Start()
-    {
-        Mesh mesh = GetComponent<MeshFilter>().mesh;
-        System.Array.Reverse(mesh.triangles);// = mesh.triangles.Reverse();//.ToArray();
-    }
-
-    // Update is called once per frame
-    void Update()
-    {
-        
-    }
-}

+ 0 - 11
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+ 0 - 50
Assets/GingerVR/Extras/MiscScripts/RotateTester.cs

@@ -1,50 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class RotateTester : MonoBehaviour
-{
-    public GameObject subject;
-    public bool locking = false;
-    public bool lockX;
-    public bool lockY;
-    public bool lockZ;
-    Vector3 savedRotation;
-    bool needToSave = true;
-    // Start is called before the first frame update
-    void Start()
-    {
-        
-    }
-
-    // Update is called once per frame
-    void Update()
-    {
-        
-        if(locking){
-            if(needToSave){
-                savedRotation = subject.transform.localEulerAngles;
-                needToSave = false;
-            }
-
-
-            Vector3 inverseRot = Quaternion.Inverse(subject.transform.localRotation).eulerAngles;
-            
-            transform.rotation = Quaternion.identity;
-            transform.position = new Vector3(0,0,0);
-
-            //transform.rotation = (Quaternion.Inverse(subject.transform.localRotation));
-
-            // transform.RotateAround(subject.transform.position, new Vector3(1,0,0), inverseRot.x);
-            transform.RotateAround(subject.transform.position, new Vector3(0,1,0), inverseRot.y);
-            //inverseRot = Quaternion.Inverse(subject.transform.localRotation).eulerAngles;
-            //transform.RotateAround(subject.transform.position, new Vector3(0,0,1), inverseRot.z);
-
-            //transform.RotateAround(subject.transform.position, new Vector3(1,0,0), savedRotation.x);
-            transform.RotateAround(subject.transform.position, new Vector3(0,1,0), savedRotation.y);
-            //inverseRot = Quaternion.Inverse(subject.transform.localRotation).eulerAngles;
-            //transform.RotateAround(subject.transform.position, new Vector3(0,0,1), savedRotation.z);
-        }
-        
-    }
-}

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Assets/GingerVR/Extras/MiscScripts/SickTube.cs

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-{
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Assets/GingerVR/Extras/MiscScripts/SimplePlayerController.cs

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-using System.Collections;
-using System.Collections.Generic;
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-
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-{
-    bool canUp, canDown, canLeft, canRight = false;
-    Rigidbody rb;
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-    // Update is called once per frame
-    void Update()
-    {
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Assets/GingerVR/Extras/MiscScripts/TwinCameraEyePatcher.cs

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-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class TwinEyePatchCamera : MonoBehaviour
-{
-    public Camera leftEyeCamera;
-    public Camera rightEyeCamera;
-
-    
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-    void Start()
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Assets/GingerVR/Liscense/Liscense.txt.txt

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-MIT License
-
-Copyright (c) [2020] [Samuel Ang]
-
-Permission is hereby granted, free of charge, to any person obtaining a copy
-of this software and associated documentation files (the "Software"), to deal
-in the Software without restriction, including without limitation the rights
-to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-copies of the Software, and to permit persons to whom the Software is
-furnished to do so, subject to the following conditions:
-
-The above copyright notice and this permission notice shall be included in all
-copies or substantial portions of the Software.
-
-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-SOFTWARE.

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Assets/GingerVR/README.md

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-# Cybersickness Reduction Techniques
- This is a collection of programatic techniques to help reduce cybersickness when using head mounted displays.
-
-## Techniques
-The following techniques can be found in the Prefabs and Scripts folders. Instructions on how to set them up are given below.
-
-### SingleNose
-The SingleNose prefab creates a rest-frame for the user. 
-
-To use SingleNose, drag the prefab into the scene. SingleNose will detect the main camera in the scene, and attach a virtual nose. Then configure the noses in the Unity Editor with the following options:
-* Y Position (slider) - configures the y-axis position of the nose
-* Z Position (slider) - configures the z-axis position of the nose
-* Nose Width(slider) - configures how wide the nose model is.
-* Flatness (slider) - configures how flat the nose models is.
-* Nose Color (color) - sets the color of the nose model.
-
-The nose model was taken from Poly by Google and can be found here: https://poly.google.com/view/9AUcVMxZLCp
-
-Our implementation was inspired by the following:
-
-Wienrich, Carolin, et al. "A Virtual Nose as a Rest-Frame-The Impact on Simulator Sickness and Game Experience." 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). IEEE, 2018.
-
-
-### AuthenticNose
-The AuthenticNose prefab acts as a rest-frame for the user.
-
-To use AuthenticNose prefab must be used in tandem with the OVRCameraRig asset from the Unity Standard Assets package. Click the “Use Per Eye Camera” box on the OVRCameraRig. Drag the DoubleNose  prefab into the scene, and AuthenticNose will automatically attach two nose models, one to each per eye camera. Each nose model is only visible through the corresponding camera, providing a more realistic representation of a human nose. Configure the noses in the Unity Editor with the following options:
-* Spacing(slider) - configures how far apart the two nose models are.
-* Y Position(slider) -configures the y-axis position of the nose
-* Z Position (slider) - configures the z-axis position of the nose
-* Nose Width(slider) - configures how wide the nose model is.
-* Nose Flatness (slider) - configures how flat the two nose models are.
-* Nose Color (color) - sets the color of the two nose models.
-
-The nose model was taken from Poly by Google and can be found here: https://poly.google.com/view/9AUcVMxZLCp
-
-Our implementation was inspired by the following:
-
-Wienrich, Carolin, et al. "A Virtual Nose as a Rest-Frame-The Impact on Simulator Sickness and Game Experience." 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). IEEE, 2018.
-
-
-### DynamicGaussianBlur 
-The DynamicGaussianBlur script dynamically blurs the user’s vision based on their translational speed. The rotational speed of the camera determines the sigma value used in the gaussian function.
-
-To use DynamicGaussianBlur, attach the script to the main camera, and configure the effect with the following options:
-* Sigma Maximum (float) - the maximum sigma value that can be used in the gaussian function (larger sigma value = more blurring).
-* Angular Speed Threshold (float) - the speed (degrees per second) at which the user’s vision begins blurring.
-* Angular Speed Maximum (float) - the speed (degrees per second) at which the image is blurred as much as Sigma Maximum allows.
-* Smoothness (slider) - the number of times the effect is applied. A higher value will result in smoother blurring.
-* Adjust Based on Rotation (bool) - controls whether the blur is impacted by rotation, or set to the constant values set in the editor.
-
-Our implementation was inspired by the following:
-
-Budhiraja, Pulkit, et al. "Rotation blurring: use of artificial blurring to reduce cybersickness in virtual reality first person shooters." arXiv preprint arXiv:1710.02599 (2017).
-
-### ColorBlur 
-The ColorBlur script dynamically blurs the user’s vision based on their translational speed. Portions of the image surpassing the specified color thresholds (i.e. brightness) are not dynamically blurred. 
-
-To use ColorBlur, attach the script to the main camera, and configure with the following options:
-* Sigma Maximum (float) - the maximum sigma value that can be used in the gaussian function (larger sigma value = more blurring).
-* Angular Speed Threshold (float) - the speed (degrees per second) at which the user’s vision begins blurring.
-* Angular Speed Maximum (float) - the speed (degrees per second) at which the image is blurred as much as Sigma Maximum allows.
-* Smoothness (slider) - the number of times the effect is applied. A higher value will result in smoother blurring.
-* Brightness Threshold (slider) - portions of the image with combined RGB valuesa combined RGB values above this will not be blurred. 
-* Red Threshold (slider) - portions of the image with red values above this will not be blurred. 
-* Green Threshold (slider) - portions of the image with green values above this will not be blurred. 
-* Blue Threshold (slider) - portions of the image with blue values above this will not be blurred. 
-* Dark Saliency (bool) - check this box to use the threshold sliders as upper bounds, so that the darkest. 
-* Adjust Based on Rotation (bool) - controls whether the blur is impacted by rotation, or set to the constant values set in the editor.
-
-Our implementation was inspired by the following:
-
-Nie, Guang-Yu, et al. "Analysis on Mitigation of Visually Induced Motion Sickness by Applying Dynamical Blurring on a User's Retina." IEEE transactions on visualization and computer graphics (2019).
-
-### DynamicFOV
-The DynamicFOV script dynamically reduces the user’s field of view (FOV) based on their translational and angular speed. The rate of change in FOV is calculated with the following formula.
-
- CRate = Abs(angularSpeed * angularSpeedModifier) + (translationalSpeed ∗ translationalSpeedModifier)
-
-To use DynamicFOV, attach the script to main camera in the scene. Then configure the effect in the Unity editor with the options described below.
-* Angular Speed Modifier (float) - used in the rate of change formula detailed above (default value 20). 
-* Translational Speed Modifier - used in the rate of change formula detailed above (default value 4). 
-* Translational Speed Threshold (float) - the speed at which players must be moving for the FOV to begin decreasing.
-* Minimum FOV (slider) - determines the minimum diagonal field of view when the user has been moving fast enough for a long enough period of time.
-* Decay Rate (float) - determines the rate at which FOV returns to normal when the user is stationary, or moving at a speed below the Translational Speed Threshold 
-
-Our implementation was inspired by the following:
-
-Fernandes, Ajoy S., and Steven K. Feiner. "Combating VR sickness through subtle dynamic field-of-view modification." 2016 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 2016.
-
-### DotEffect
-The DotEffect prefab suspends virtual orbs around the user which move at twice the user’s velocity. 
-
-To use DotEffect, drag the prefab into the scene, and drag the player Rigidbody into the “player” reference field. The orbs should then appear in the game view window. Then configure the nose in the Unity editor with the following options:
-* Dot Size (slider) - configures the size of the dots
-* Dot Spacing (slider) - configures the size of the spaces between dots
-* Matrix Size (float) - configures dimensions of the matrix. For example value of 12 would spawn a 12 x 12 x 12 cube of dots around the player.
-
-Our implementation was inspired by the following:
-
-Buhler, Helmut, Sebastian Misztal, and Jonas Schild. "Reducing VR sickness through peripheral visual effects." 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018.
-
-### HeadSnapper
-The HeadSnapper prefab detects when the user’s head rotation speed passes a certain threshold, at which point their perspective is “snapped” in the direction they were turning. After a brief fade to black transition, the camera’s orientation is locked, and then rotated by a specified angle along the y axis. The user’s vision then fades from black so that they can see again.
-
-To use HeadSnapper, drag the prefab into the scene. Then configure the effect with the following options:
-* Transition Time (float) - total time from start of fade to black, to end of fade from black.
-* Fade Time (float) - the time it takes to fade to black, and fade from black, not including the time the user’s vision is completely blocked. 
-* Snapping Angle (float) - the magnitude of the angle at which the camera snaps
-* Speed Threshold (float) - the speed (degrees per second) at which the camera needs to be rotating around the y axis for the effect to begin. 
-
-Our implementation was inspired by the following:
-
-Farmani, Yasin, and Robert John Teather. "Viewpoint snapping to reduce cybersickness in virtual reality." (2018).
-
-### VisionLock
-The VisionLock prefab allows users to lock what they are seeing on screen with a button press. While the effect is active, the image users see will not change with head movement. This effect is currently limited in that all objects in the scene which you wish to rotate with the user’s camera must be children of a single parent object, and because physics interactions in the scene are not rotated while VisionLock is active. 
-
-To use VisionLock, drag the VisionLock prefab into the scene. Then drag the parent object containing all objects which you would like to rotate with the user’s vision to the Main Parent field in the VisionLock object. 
-
-You may then configure the effect with the following options:
-* Axis To Activate (string) - the axis which triggers the effect (i.e. Fire1).
-
-Our implementation was inspired by the following:
-
-Kemeny, Andras, et al. "New vr navigation techniques to reduce cybersickness." Electronic Imaging 2017.3 (2017): 48-53.
-
-
-### VirtualCAVE 
-
-The VirtualCAVE asset spawns a wireframe cube around the user. This cube follows, and rotates along with the user to simulate a cave automatic virtual environment. To use VirtualCAVE, simply drag the asset onto the user’s virtual camera in the scene. The asset will spawn the wireframe cube at runtime. The following settings can then be adjusted through the editor.
-
-* Width (slider) - determines the width of the box.
-* Height (slider) - determines the height of the box.
-* Depth (slider) - determines the depth of the box.
-* Line Thickness (slider) - determines the thickness of the lines used to generate the box.
-
-This approach was inspired by the following paper: 
-Nguyen-Vo, Thinh, Bernhard E. Riecke, and Wolfgang Stuerzlinger. "Simulated reference frame: A cost-effective solution to improve spatial orientation in vr." 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018.
-
-
-
-## Utilities
-These can be found in the Utilities folder. These are tools to help set up the techniques.
-
-### FOVUtility
-The FOVUtility allows you to measure the user’s field of view (FOV), as Unity’s Camera.fieldOfView does not currently support head mounted displays. 
-
-To use the FOVUtility, first drag the prefab into the scene. A bar will appear in front of the user’s vision. Select diagonal, horizontal, or vertical from the drop down menu to select the type of FOV you would like to measure. Then drag the Stick Horizontal Scale and Stick Vertical Scale slider until the bar reaches the edges of the user’s vision. The Horizontal FOV, Vertical FOV, and Diagonal FOV fields on the game object will update in real time to show you the user’s FOV. 
-

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-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-[ExecuteInEditMode]
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-{
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-    public GameObject rightEyeNoseModel;
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-    public float noseWidth = 1;
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-            
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-                                                            leftEyeNoseModel.transform.localPosition.y,
-                                                            leftEyeNoseModel.transform.localPosition.z);
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-
-            float zPos = Mathf.Lerp(0.4f, 0.8f, zPosition);
-            float yPos = Mathf.Lerp(-0.5f, 0.5f, yPosition);
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-            
-            leftEyeNoseModel.transform.localScale = new Vector3(xScale,yScale,zScale);
-            
-            leftEyeNoseModel.transform.localPosition = new Vector3(leftEyeNoseModel.transform.localPosition.x, 
-                                                            yPos, 
-                                                            zPos);
-
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-
-
-            rightEyeNoseModel.transform.localScale = new Vector3(xScale,yScale,zScale);
-            
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-                                                            zPos);
-                                                            
-            rightEyeNoseModel.gameObject.GetComponent<Renderer>().sharedMaterial.color = noseColor;
-        }                                             
-    }
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+ 0 - 27
Assets/GingerVR/SicknessReductionTechniques/DynamicColorBlur/ColorBlurMat.mat

@@ -1,27 +0,0 @@
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-  m_PrefabInstance: {fileID: 0}
-  m_PrefabAsset: {fileID: 0}
-  m_Name: ColorBlurMat
-  m_Shader: {fileID: 4800000, guid: 476cc6be313e8d448a710e363e4674eb, type: 3}
-  m_ShaderKeywords: 
-  m_LightmapFlags: 4
-  m_EnableInstancingVariants: 0
-  m_DoubleSidedGI: 0
-  m_CustomRenderQueue: -1
-  stringTagMap: {}
-  disabledShaderPasses: []
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-        m_Scale: {x: 1, y: 1}
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-    m_Floats: []
-    m_Colors: []

+ 0 - 8
Assets/GingerVR/SicknessReductionTechniques/DynamicColorBlur/ColorBlurMat.mat.meta

@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 9d9d8e6d9b148e545810a6897a6bae5f
-NativeFormatImporter:
-  externalObjects: {}
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+ 0 - 126
Assets/GingerVR/SicknessReductionTechniques/DynamicColorBlur/DynamicColorBlur.cs

@@ -1,126 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-[ExecuteInEditMode]
-public class DynamicColorBlur : MonoBehaviour
-{
-    public Material blurMaterial; //create material from shader and attatch here
-    public float sigmaMaximum = 15f;
-    public float angularSpeedThreshold = 40f;
-    public float angularSpeedModifier = 0.0001f;
-    [Range(0, 10)]
-    public int smoothness;
-
-    [Range(0,4)]
-    public float brightnessThreshold;
-
-    [Range(0,1)]
-    public float redThreshold;
-
-    [Range(0,1)]
-    public float greenThreshold;
-
-    [Range(0,1)]
-    public float blueThreshold;
-
-    public bool flipThresholds = false;
-
-
-    [Range(.01f,10)]
-    public float sigma;
-    float[] kernel;
-
-    void Start(){
-        //initialize to some random matrix
-        if(blurMaterial == null){
-            blurMaterial = Resources.Load("GingerVR-master/SicknessReductionTechniques/DynamicColorBlur/ColorBlurMat") as Material;
-        }
-        kernel = new float[121];
-        angularSpeed = new Vector3(0,0,0);
-        StartCoroutine(TrackAngularSpeed());
-    }
-
-    
-    Vector3 angularSpeed;
-    IEnumerator TrackAngularSpeed(){
-        Vector3 lastRotation = new Vector3(0,0,0);
-        while(true){
-            yield return null;
-            Vector3 delta = transform.localEulerAngles - lastRotation;
-            lastRotation = transform.localEulerAngles;
-            angularSpeed = delta / Time.deltaTime;
-        }
-    }
-
-    public bool useEditorValue;
-    void OnRenderImage(RenderTexture src, RenderTexture dst)
-    {
-
-        
-        if(!useEditorValue){
-            sigma = Mathf.Lerp(0.01f, sigmaMaximum, (angularSpeed.magnitude - angularSpeedThreshold) * angularSpeedModifier );
-        }
-
-        kernel = new float[121];
-        //initialize to some 
-        for(int x = 0; x<11; x++){
-            for(int y = 0; y<11; y++){
-                kernel[y*11 + x] = GaussianFunction(x-5.0f, y-5.0f,sigma); //update kernel
-            }
-        }
-        //calculate sum for later
-        float kernelSum = 0;
-        for(int i = 0; i<kernel.Length; i++){
-            kernelSum+= kernel[i];
-        }
-
-        for(int i = 0; i<kernel.Length; i++){
-            kernel[i] *= (1f/kernelSum);
-        }
-        
-        //Debug.Log(kernel[4]);
-        //Debug.Log(kernel[5]);
-
-        //communicate kernel through skybox
-        //float[] kernel = {2f,2fs,2f};
-        blurMaterial.SetFloatArray("_kernel",kernel);
-        blurMaterial.SetFloat("_kernelSum", kernelSum);
-        blurMaterial.GetFloatArray("_kernel");
-        blurMaterial.SetFloat("_brightnessThreshold", brightnessThreshold);
-        blurMaterial.SetFloat("_redThreshold", redThreshold);
-        blurMaterial.SetFloat("_greenThreshold", greenThreshold);
-        blurMaterial.SetFloat("_blueThreshold", blueThreshold);
-        if(flipThresholds){
-            blurMaterial.SetFloat("_darkSaliency", 1);
-        }else{
-            blurMaterial.SetFloat("_darkSaliency", 0);
-        }
-        
-
-        RenderTexture renderTexture = RenderTexture.GetTemporary(src.width, src.height);
-
-        Graphics.Blit(src, renderTexture); //copies source texture to destination texture
-
-        //apply the render texture as many iterations as specified
-        for (int i = 0; i < smoothness; i++)
-        {
-            RenderTexture tempTexture = RenderTexture.GetTemporary(src.width, src.height); //creates a quick temporary texture for calculations
-            Graphics.Blit(renderTexture, tempTexture, blurMaterial);
-            RenderTexture.ReleaseTemporary(renderTexture); //releases the temporary texture we got from GetTemporary 
-            renderTexture = tempTexture;
-        }
-
-        Graphics.Blit(renderTexture, dst);
-        RenderTexture.ReleaseTemporary(renderTexture);
-
-       
-    }
-
-    float GaussianFunction(float x, float y, float sigma){
-        float p1 = 1f/ ((2f*Mathf.PI) * Mathf.Pow(sigma,2f));
-        float eExponent = -(Mathf.Pow(x,2) + Mathf.Pow(y,2)) / (2*Mathf.Pow(sigma,2));
-        float answer = p1 * Mathf.Exp(eExponent);
-        return answer;
-    }
-}

+ 0 - 11
Assets/GingerVR/SicknessReductionTechniques/DynamicColorBlur/DynamicColorBlur.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: cfa86ad5ee860de448ce85b33d83cc86
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 235
Assets/GingerVR/SicknessReductionTechniques/DynamicColorBlur/SaliencyBlur.shader

@@ -1,235 +0,0 @@
-// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
-
-Shader "Custom/SaliencyBlur"
-{
-	Properties
-	{
-		_MainTex ("Texture", 2D) = "white" {} //include a texture as a property
-	}
-	SubShader
-	{
-		// No culling or depth
-		Cull Off ZWrite Off //ZTest Always
-
-		Pass
-		{
-			CGPROGRAM
-			
-
-			#pragma vertex vertexToFragment
-			#pragma fragment giveColor
-			
-			#include "UnityCG.cginc"
-
-			float _kernel[121]; //this is our gaussian kernel
-			float _kernelSum; //whatever to divide by
-            //info from vertex on the mesh
-			struct appdata
-			{
-				float4 vertex : POSITION;
-				float2 uv : TEXCOORD0;
-			};
-
-            //info for fragment function
-			struct v2f
-			{
-				float2 uv : TEXCOORD0;
-				float4 vertex : SV_POSITION;
-			};
-
-			v2f vertexToFragment (appdata v)
-			{
-				v2f o;
-				o.vertex = UnityObjectToClipPos(v.vertex);
-				o.uv = v.uv;
-				return o;
-			}
-			
-			sampler2D _MainTex;
-			float4 _MainTex_TexelSize;
-			float _brightnessThreshold;
-			float _redThreshold;
-			float _greenThreshold;
-			float _blueThreshold;
-			float _darkSaliency;
-            
-
-			float4 gridOverPixel(sampler2D tex, float2 uv, float4 size) //average values surrounding pixel together and return the result
-			{
-				
-				float4 currentColor = tex2D(tex,uv+float2(size.x * 0, size.y * 0));
-
-				if(_darkSaliency == 1){
-					if(dot(currentColor, float4(1,1,1,0)) <= _brightnessThreshold){
-						return currentColor;
-					}
-					if(dot(currentColor, float4(1,0,0,0)) <= _redThreshold){
-						return currentColor;
-					}
-					if(dot(currentColor, float4(0,1,0,0)) <= _greenThreshold){
-						return currentColor;
-					}
-					if(dot(currentColor, float4(0,0,1,0)) <= _blueThreshold){
-						return currentColor;
-					}
-				}else{
-					if(dot(currentColor, float4(1,1,1,0)) >= _brightnessThreshold){
-						return currentColor;
-					}
-					if(dot(currentColor, float4(1,0,0,0)) >= _redThreshold){
-						return currentColor;
-					}
-					if(dot(currentColor, float4(0,1,0,0)) >= _greenThreshold){
-						return currentColor;
-					}
-					if(dot(currentColor, float4(0,0,1,0)) >= _blueThreshold){
-						return currentColor;
-					}
-				}
-
-				
-
-			
-				
-
-
-				float4 newFragColor = 0;
-
-				// float newFragColor = 0;
-				// newFragColor += tex2D(tex, uv+float2(-size.x*5, size.y*5)) * _kernel[0];
-				newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * -5)) *_kernel[0];
-				newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * -5)) *_kernel[1];
-				newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * -5)) *_kernel[2];
-				newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * -5)) *_kernel[3];
-				newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * -5)) *_kernel[4];
-				newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * -5)) *_kernel[5];
-				newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * -5)) *_kernel[6];
-				newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * -5)) *_kernel[7];
-				newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * -5)) *_kernel[8];
-				newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * -5)) *_kernel[9];
-				newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * -5)) *_kernel[10];
-				newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * -4)) *_kernel[11];
-				newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * -4)) *_kernel[12];
-				newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * -4)) *_kernel[13];
-				newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * -4)) *_kernel[14];
-				newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * -4)) *_kernel[15];
-				newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * -4)) *_kernel[16];
-				newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * -4)) *_kernel[17];
-				newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * -4)) *_kernel[18];
-				newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * -4)) *_kernel[19];
-				newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * -4)) *_kernel[20];
-				newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * -4)) *_kernel[21];
-				newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * -3)) *_kernel[22];
-				newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * -3)) *_kernel[23];
-				newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * -3)) *_kernel[24];
-				newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * -3)) *_kernel[25];
-				newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * -3)) *_kernel[26];
-				newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * -3)) *_kernel[27];
-				newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * -3)) *_kernel[28];
-				newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * -3)) *_kernel[29];
-				newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * -3)) *_kernel[30];
-				newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * -3)) *_kernel[31];
-				newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * -3)) *_kernel[32];
-				newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * -2)) *_kernel[33];
-				newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * -2)) *_kernel[34];
-				newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * -2)) *_kernel[35];
-				newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * -2)) *_kernel[36];
-				newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * -2)) *_kernel[37];
-				newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * -2)) *_kernel[38];
-				newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * -2)) *_kernel[39];
-				newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * -2)) *_kernel[40];
-				newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * -2)) *_kernel[41];
-				newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * -2)) *_kernel[42];
-				newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * -2)) *_kernel[43];
-				newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * -1)) *_kernel[44];
-				newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * -1)) *_kernel[45];
-				newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * -1)) *_kernel[46];
-				newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * -1)) *_kernel[47];
-				newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * -1)) *_kernel[48];
-				newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * -1)) *_kernel[49];
-				newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * -1)) *_kernel[50];
-				newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * -1)) *_kernel[51];
-				newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * -1)) *_kernel[52];
-				newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * -1)) *_kernel[53];
-				newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * -1)) *_kernel[54];
-				newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * 0)) *_kernel[55];
-				newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * 0)) *_kernel[56];
-				newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * 0)) *_kernel[57];
-				newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * 0)) *_kernel[58];
-				newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * 0)) *_kernel[59];
-				newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * 0)) *_kernel[60];
-				newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * 0)) *_kernel[61];
-				newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * 0)) *_kernel[62];
-				newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * 0)) *_kernel[63];
-				newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * 0)) *_kernel[64];
-				newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * 0)) *_kernel[65];
-				newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * 1)) *_kernel[66];
-				newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * 1)) *_kernel[67];
-				newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * 1)) *_kernel[68];
-				newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * 1)) *_kernel[69];
-				newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * 1)) *_kernel[70];
-				newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * 1)) *_kernel[71];
-				newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * 1)) *_kernel[72];
-				newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * 1)) *_kernel[73];
-				newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * 1)) *_kernel[74];
-				newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * 1)) *_kernel[75];
-				newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * 1)) *_kernel[76];
-				newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * 2)) *_kernel[77];
-				newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * 2)) *_kernel[78];
-				newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * 2)) *_kernel[79];
-				newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * 2)) *_kernel[80];
-				newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * 2)) *_kernel[81];
-				newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * 2)) *_kernel[82];
-				newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * 2)) *_kernel[83];
-				newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * 2)) *_kernel[84];
-				newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * 2)) *_kernel[85];
-				newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * 2)) *_kernel[86];
-				newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * 2)) *_kernel[87];
-				newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * 3)) *_kernel[88];
-				newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * 3)) *_kernel[89];
-				newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * 3)) *_kernel[90];
-				newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * 3)) *_kernel[91];
-				newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * 3)) *_kernel[92];
-				newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * 3)) *_kernel[93];
-				newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * 3)) *_kernel[94];
-				newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * 3)) *_kernel[95];
-				newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * 3)) *_kernel[96];
-				newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * 3)) *_kernel[97];
-				newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * 3)) *_kernel[98];
-				newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * 4)) *_kernel[99];
-				newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * 4)) *_kernel[100];
-				newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * 4)) *_kernel[101];
-				newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * 4)) *_kernel[102];
-				newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * 4)) *_kernel[103];
-				newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * 4)) *_kernel[104];
-				newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * 4)) *_kernel[105];
-				newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * 4)) *_kernel[106];
-				newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * 4)) *_kernel[107];
-				newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * 4)) *_kernel[108];
-				newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * 4)) *_kernel[109];
-				newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * 5)) *_kernel[110];
-				newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * 5)) *_kernel[111];
-				newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * 5)) *_kernel[112];
-				newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * 5)) *_kernel[113];
-				newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * 5)) *_kernel[114];
-				newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * 5)) *_kernel[115];
-				newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * 5)) *_kernel[116];
-				newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * 5)) *_kernel[117];
-				newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * 5)) *_kernel[118];
-				newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * 5)) *_kernel[119];
-				newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * 5)) *_kernel[120];
-					
-
-				return newFragColor;
-			}
-
-            //returns color in float 4 variable given our v2f
-			float4 giveColor (v2f i) : SV_Target
-			{
-				float4 col = gridOverPixel(_MainTex, i.uv, _MainTex_TexelSize);
-				return col;
-			}
-			ENDCG
-		}
-	}
-}

+ 0 - 9
Assets/GingerVR/SicknessReductionTechniques/DynamicColorBlur/SaliencyBlur.shader.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 476cc6be313e8d448a710e363e4674eb
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Assets/GingerVR/SicknessReductionTechniques/DynamicFOVFilter/DynamicFOVFilter.cs

@@ -1,109 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class DynamicFOVFilter : MonoBehaviour
-{
-    // Start is called before the first frame update
-    public GameObject filter;
-
-        //VignetteModel.Settings vignetteSettings;
-    //public PostProcessingProfile profile;
-
-    public float decaySpeed = 20f; 
-
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-    public float maxFilterScale = 1.5f;
-    
-
-    Vector3 lastPosition;
-    Vector3 lastOrientation;
-    
-    Rigidbody rigidbody;
-    bool usingRigidbody;
-
-    public float decayRate = -.001f;
-    public float angluarSpeedModifier = .1f;
-    public float translationSpeedModifier = .1f;
-    
-
-    Vector3 angularVelocity;
-    Vector3 translationalVelocity;
-
-    
-    float speed = 0;
-    float angularSpeed = 0;
-    float filterScale = 0f;
-
-
-    float checkTime = .1f;
-    IEnumerator TrackVelocities(){
-        Vector3 lastRotation = new Vector3(0,0,0);
-        Vector3 lastPosition = transform.position;
-        while(true){
-            Vector3 rotationDelta = transform.eulerAngles - lastRotation;
-            lastRotation = transform.eulerAngles;
-
-            Vector3 translationDelta = transform.position - lastPosition;
-            lastPosition = transform.position;
-
-            angularVelocity = rotationDelta / checkTime;
-            translationalVelocity = translationDelta / checkTime;
-
-            yield return new WaitForSeconds(checkTime);
-        }
-    }
-    
-
-    void Start()
-    {
-
-        lastPosition = gameObject.transform.position;
-        lastOrientation = gameObject.transform.eulerAngles;
-
-        rigidbody = gameObject.GetComponent<Rigidbody>();
-        StartCoroutine(TrackVelocities());
-        //VignetteModel.Settings vSettings = profile.vignette.settings;
-        //vSettings.intensity = 0;
-    }
-
-
-
-    
-
-    void Update()
-    {
-        float translationalSpeed;
-        float rotationalSpeed;
-        translationalSpeed = translationalVelocity.magnitude;
-        rotationalSpeed = angularVelocity.magnitude;
-        float cRate = ((translationalSpeed - decaySpeed) * translationSpeedModifier) + (rotationalSpeed*angluarSpeedModifier);
-
-
-        
-        if(translationalSpeed <= decaySpeed){
-            filterScale -= decayRate;
-            Debug.Log("DECAYING");
-        }else{
-            filterScale -= Mathf.Abs(cRate);
-        }
-        if(filterScale > maxFilterScale){
-            filterScale = maxFilterScale;  
-        }
-        if(filterScale < minFilterScale){
-            filterScale = minFilterScale;
-        }
-
-
-        //update scale of filter
-        filter.transform.localScale = new Vector3(filterScale,filterScale,1);
-
-        
-        lastPosition = gameObject.transform.position;
-        
-
-    }
-
-    
-    
-}

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Assets/GingerVR/SicknessReductionTechniques/DynamicGaussianBlur/DynamicGaussianBlur.cs

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-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-[ExecuteInEditMode]
-public class DynamicGaussianBlur : MonoBehaviour
-{
-    public Material blurMaterial; //create material from shader and attatch here
-    public float sigmaMaximum = 15f;
-    public float angularAccelerationThreshold = 40f;
-    public float accelerationModifier = 0.0001f;
-
-    [Range(0, 10)]
-    public int smoothness = 1;
-    [Range(0f,20)]
-    public float sigma = 0.35f;
-    float[] kernel;
-    
-    void Start(){
-        //initialize to some random matrix
-        if(blurMaterial == null){
-            blurMaterial = Resources.Load("GingerVR-master/SicknessReductionTechniques/Materials/GaussianBlurMat") as Material;
-        }
-        kernel = new float[5];
-        angularVelocity = new Vector3(0,0,0);
-        lastRotation = new Vector3(0,0,0);
-        StartCoroutine(CalculateAngularAcceleration());
-    }
-
-    Vector3 lastRotation;
-    Vector3 lastAngularVelocity;
-    Vector3 angularVelocity;
-    Vector3 angularAcceleration;
-   
-
-
-    bool calculatingAcceleration = true;
-    float checkTime = 0.1f;
-    IEnumerator CalculateAngularAcceleration(){
-        yield return null;
-        lastRotation = transform.localEulerAngles;
-        lastAngularVelocity = new Vector3(0,0,0);
-        angularAcceleration = new Vector3(0,0,0);
-        angularVelocity = new Vector3(0,0,0);
-
-        while(calculatingAcceleration){
-            yield return new WaitForSeconds(checkTime);
-
-            angularVelocity = (transform.localEulerAngles - lastRotation) / checkTime;
-            angularAcceleration = angularVelocity - lastAngularVelocity;
-
-
-            lastAngularVelocity = angularVelocity;
-            lastRotation = transform.localEulerAngles;
-            
-        }
-        
-        
-        
-    }
-
-    public bool useEditorValue = true;
-    float cachedSigma = 0f;
-    void OnRenderImage(RenderTexture src, RenderTexture dst)
-    {
-
-        
-        //calculate sigma, standard deviation
-        if(!useEditorValue){
-
-            sigma = Mathf.Lerp(0f, sigmaMaximum, (angularAcceleration.magnitude - angularAccelerationThreshold)*accelerationModifier);
-            
-        }
-
-        //float kernelSum = kernel.Sum();
-        //kernel = kernel.Select(kernel=>kernel/kernelSum).ToArray();
-        kernel = new float[25];
-        //initialize to some f
-        for(int x = 0; x<5; x++){
-            for(int y = 0; y<5; y++){
-                kernel[y*5 + x] = GaussianFunction(x-2, y-2,sigma); //update kernel
-            }
-        }
-        //calculate sum for later
-        float kernelSum = 0;
-        for(int i = 0; i<kernel.Length; i++){
-            kernelSum+= kernel[i];
-        }
-
-        for(int i = 0; i<kernel.Length; i++){
-            kernel[i] *= (1f/kernelSum);
-        }
-        
-        //communicate kernel through skybox
-        blurMaterial.SetFloatArray("_kernel",kernel);
-        blurMaterial.SetFloat("_kernelSum", kernelSum);
-        blurMaterial.GetFloatArray("_kernel");
-
-        RenderTexture renderTexture = RenderTexture.GetTemporary(src.width, src.height);
-
-        Graphics.Blit(src, renderTexture); //copies source texture to destination texture
-
-        //apply the render texture as many iterations as specified
-        if(sigma > 0f){
-            for (int i = 0; i < smoothness; i++)
-            {
-                RenderTexture tempTexture = RenderTexture.GetTemporary(src.width, src.height); //creates a quick temporary texture for calculations
-                Graphics.Blit(renderTexture, tempTexture, blurMaterial);
-                RenderTexture.ReleaseTemporary(renderTexture); //releases the temporary texture we got from GetTemporary 
-                renderTexture = tempTexture;
-            }
-        }
-
-
-            Graphics.Blit(renderTexture, dst);
-        
-            RenderTexture.ReleaseTemporary(renderTexture);
-        
-    }
-
-    float GaussianFunction(float x, float y, float sigma){
-        float p1 = 1f/ ((2f*Mathf.PI) * Mathf.Pow(sigma,2f));
-        float eExponent = -(Mathf.Pow(x,2) + Mathf.Pow(y,2)) / (2*Mathf.Pow(sigma,2));
-        float answer = p1 * Mathf.Exp(eExponent);
-
-       
-        return answer;
-    }
-}

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Assets/GingerVR/SicknessReductionTechniques/DynamicGaussianBlur/GaussianBlur.shader

@@ -1,221 +0,0 @@
-// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
-
-Shader "Custom/GaussianBlur"
-{
-	Properties
-	{
-		_MainTex ("Texture", 2D) = "white" {} //include a texture as a property
-	}
-	SubShader
-	{
-		// No culling or depth
-		Cull Off ZWrite Off //ZTest Always
-
-		Pass
-		{
-			CGPROGRAM
-			
-
-			#pragma vertex vertexToFragment
-			#pragma fragment giveColor
-			
-			#include "UnityCG.cginc"
-
-			float _kernel[25]; //this is our gaussian kernel
-			float _kernelSum; //whatever to divide by
-            //info from vertex on the mesh
-			struct appdata
-			{
-				float4 vertex : POSITION;
-				float2 uv : TEXCOORD0;
-			};
-
-            //info for fragment function
-			struct v2f
-			{
-				float2 uv : TEXCOORD0;
-				float4 vertex : SV_POSITION;
-			};
-
-			v2f vertexToFragment (appdata v)
-			{
-				v2f o;
-				o.vertex = UnityObjectToClipPos(v.vertex);
-				o.uv = v.uv;
-				return o;
-			}
-			
-			sampler2D _MainTex;
-			float4 _MainTex_TexelSize;
-            
-
-			float4 gridOverPixel(sampler2D tex, float2 uv, float4 size) //average values surrounding pixel together and return the result
-			{
-
-				float4 newFragColor = 0;
-
-				// float newFragColor = 0;
-				// newFragColor += tex2D(tex, uv+float2(-size.x*5, size.y*5)) * _kernel[0];
-				newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * -2)) *_kernel[0];
-				newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * -2)) *_kernel[1];
-				newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * -2)) *_kernel[2];
-				newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * -2)) *_kernel[3];
-				newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * -2)) *_kernel[4];
-				newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * -1)) *_kernel[5];
-				newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * -1)) *_kernel[6];
-				newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * -1)) *_kernel[7];
-				newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * -1)) *_kernel[8];
-				newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * -1)) *_kernel[9];
-				newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * 0)) *_kernel[10];
-				newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * 0)) *_kernel[11];
-				newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * 0)) *_kernel[12];
-				newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * 0)) *_kernel[13];
-				newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * 0)) *_kernel[14];
-				newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * 1)) *_kernel[15];
-				newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * 1)) *_kernel[16];
-				newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * 1)) *_kernel[17];
-				newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * 1)) *_kernel[18];
-				newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * 1)) *_kernel[19];
-				newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * 2)) *_kernel[20];
-				newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * 2)) *_kernel[21];
-				newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * 2)) *_kernel[22];
-				newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * 2)) *_kernel[23];
-				newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * 2)) *_kernel[24];
-				//filter size 11
-				// newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * -5)) *_kernel[0];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * -5)) *_kernel[1];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * -5)) *_kernel[2];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * -5)) *_kernel[3];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * -5)) *_kernel[4];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * -5)) *_kernel[5];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * -5)) *_kernel[6];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * -5)) *_kernel[7];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * -5)) *_kernel[8];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * -5)) *_kernel[9];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * -5)) *_kernel[10];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * -4)) *_kernel[11];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * -4)) *_kernel[12];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * -4)) *_kernel[13];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * -4)) *_kernel[14];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * -4)) *_kernel[15];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * -4)) *_kernel[16];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * -4)) *_kernel[17];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * -4)) *_kernel[18];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * -4)) *_kernel[19];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * -4)) *_kernel[20];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * -4)) *_kernel[21];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * -3)) *_kernel[22];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * -3)) *_kernel[23];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * -3)) *_kernel[24];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * -3)) *_kernel[25];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * -3)) *_kernel[26];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * -3)) *_kernel[27];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * -3)) *_kernel[28];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * -3)) *_kernel[29];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * -3)) *_kernel[30];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * -3)) *_kernel[31];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * -3)) *_kernel[32];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * -2)) *_kernel[33];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * -2)) *_kernel[34];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * -2)) *_kernel[35];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * -2)) *_kernel[36];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * -2)) *_kernel[37];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * -2)) *_kernel[38];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * -2)) *_kernel[39];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * -2)) *_kernel[40];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * -2)) *_kernel[41];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * -2)) *_kernel[42];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * -2)) *_kernel[43];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * -1)) *_kernel[44];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * -1)) *_kernel[45];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * -1)) *_kernel[46];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * -1)) *_kernel[47];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * -1)) *_kernel[48];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * -1)) *_kernel[49];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * -1)) *_kernel[50];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * -1)) *_kernel[51];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * -1)) *_kernel[52];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * -1)) *_kernel[53];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * -1)) *_kernel[54];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * 0)) *_kernel[55];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * 0)) *_kernel[56];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * 0)) *_kernel[57];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * 0)) *_kernel[58];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * 0)) *_kernel[59];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * 0)) *_kernel[60];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * 0)) *_kernel[61];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * 0)) *_kernel[62];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * 0)) *_kernel[63];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * 0)) *_kernel[64];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * 0)) *_kernel[65];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * 1)) *_kernel[66];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * 1)) *_kernel[67];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * 1)) *_kernel[68];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * 1)) *_kernel[69];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * 1)) *_kernel[70];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * 1)) *_kernel[71];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * 1)) *_kernel[72];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * 1)) *_kernel[73];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * 1)) *_kernel[74];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * 1)) *_kernel[75];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * 1)) *_kernel[76];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * 2)) *_kernel[77];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * 2)) *_kernel[78];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * 2)) *_kernel[79];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * 2)) *_kernel[80];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * 2)) *_kernel[81];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * 2)) *_kernel[82];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * 2)) *_kernel[83];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * 2)) *_kernel[84];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * 2)) *_kernel[85];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * 2)) *_kernel[86];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * 2)) *_kernel[87];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * 3)) *_kernel[88];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * 3)) *_kernel[89];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * 3)) *_kernel[90];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * 3)) *_kernel[91];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * 3)) *_kernel[92];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * 3)) *_kernel[93];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * 3)) *_kernel[94];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * 3)) *_kernel[95];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * 3)) *_kernel[96];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * 3)) *_kernel[97];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * 3)) *_kernel[98];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * 4)) *_kernel[99];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * 4)) *_kernel[100];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * 4)) *_kernel[101];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * 4)) *_kernel[102];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * 4)) *_kernel[103];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * 4)) *_kernel[104];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * 4)) *_kernel[105];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * 4)) *_kernel[106];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * 4)) *_kernel[107];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * 4)) *_kernel[108];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * 4)) *_kernel[109];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -5, size.y * 5)) *_kernel[110];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -4, size.y * 5)) *_kernel[111];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -3, size.y * 5)) *_kernel[112];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -2, size.y * 5)) *_kernel[113];
-				// newFragColor += tex2D(tex,uv+float2(size.x * -1, size.y * 5)) *_kernel[114];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 0, size.y * 5)) *_kernel[115];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 1, size.y * 5)) *_kernel[116];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 2, size.y * 5)) *_kernel[117];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 3, size.y * 5)) *_kernel[118];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 4, size.y * 5)) *_kernel[119];
-				// newFragColor += tex2D(tex,uv+float2(size.x * 5, size.y * 5)) *_kernel[120];
-					
-
-
-				return newFragColor;
-			}
-
-            //returns color in float 4 variable given our v2f
-			float4 giveColor (v2f i) : SV_Target
-			{
-				float4 col = gridOverPixel(_MainTex, i.uv, _MainTex_TexelSize);
-				return col;
-			}
-			ENDCG
-		}
-	}
-}

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