add virtual phone
This commit is contained in:
@@ -1,30 +0,0 @@
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Shader "Custom/ExternalViewportShader"
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Properties
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Tags { "RenderType"="Opaque" "Queue"="Geometry" }
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LOD 100
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Pass
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{
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// GLSLPROGRAM block is required for raw GLSL in Unity
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GLSLPROGRAM
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// 1. Enable the EGL Image External extension for Android
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//#extension GL_OES_EGL_image_external_essl3 : require
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// Unity 6 predefines VERTEX and FRAGMENT during separate compilation passes
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#ifdef VERTEX
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// Unity 6 uses built-in matrices but they must be declared or used via Unity-specific naming
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// In raw GLSL, we use the standard attribute/varying naming convention
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varying vec2 v_texcoord;
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void main()
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{
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// gl_ModelViewProjectionMatrix is still available in Unity's GLSL compatibility layer
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gl_Position = gl_Vertex;
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v_texcoord = gl_MultiTexCoord0.xy;
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}
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#endif
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#ifdef FRAGMENT
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// 2. Use samplerExternalOES for AHardwareBuffer data
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//uniform samplerExternalOES _MainTex;
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varying vec2 v_texcoord;
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void main()
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{
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// 3. For Unity 6, use textureExternal for maximum compatibility
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// on GLES3 devices to ensure the compiler handles the conversion properly.
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// texture2D(s, coord) also works, but textureExternal is the modern Unity GLSL recommendation.
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gl_FragColor = vec4(1, 0, 0, 1);//texture2D(_MainTex, v_texcoord);
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}
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#endif
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ENDGLSL
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}
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}
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}
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19
Assets/PhoneRotator.cs
Normal file
19
Assets/PhoneRotator.cs
Normal file
@@ -0,0 +1,19 @@
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using Unity.Mathematics;
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using UnityEngine;
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public class PhoneRotator : MonoBehaviour
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{
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Quaternion initialRotation;
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public float swingRange = 30f; // In Degrees
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public float speed = 2f;
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void Start()
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{
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initialRotation = GetComponent<Transform>().localRotation;
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}
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void Update()
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{
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float currentDegrees = Mathf.Sin(Time.time * speed) * swingRange;
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Quaternion swingRotation = Quaternion.Euler(0, 0, currentDegrees);
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GetComponent<Transform>().localRotation = initialRotation * swingRotation;
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}
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}
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2
Assets/PhoneRotator.cs.meta
Normal file
2
Assets/PhoneRotator.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 09aeceeed7332448bb26014d1731bcc7
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@@ -7,7 +7,6 @@ public class KotlinBridge : MonoBehaviour
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{
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{
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static KotlinBridge Instance;
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static KotlinBridge Instance;
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Texture2D texture;
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Texture2D texture;
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[SerializeField] private Shader oesShader;
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[StructLayout(LayoutKind.Sequential)]
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[StructLayout(LayoutKind.Sequential)]
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struct NativeCallbacks
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struct NativeCallbacks
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{
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@@ -65,7 +64,7 @@ public class KotlinBridge : MonoBehaviour
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UnityMainThreadDispatcher.Enqueue(() => {
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UnityMainThreadDispatcher.Enqueue(() => {
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var renderer = Instance.GetComponent<Renderer>();
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});
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}
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}
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Reference in New Issue
Block a user