HeatMap Shader Experiments
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GameObject:
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@@ -30831,3 +30940,4 @@ SceneRoots:
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- {fileID: 936036521}
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- {fileID: 1249052968}
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@@ -24,6 +24,11 @@ public class EyeTrackingCollisionPoints : MonoBehaviour
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if ( hitPoint != null && Physics.Raycast(transform.position, rayCastDirection, out hit, rayDistance, layersToInclude))
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{
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hitPoint.transform.position = new Vector3(hit.point.x, hit.point.y, hit.point.z);
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if (hit.collider.GetType() == typeof(MeshCollider))
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{
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hit.collider.gameObject.GetComponent<QuadScript>().addHitPoint(hit.textureCoord.x, hit.textureCoord.y);
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}
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}
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}
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@@ -0,0 +1,163 @@
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Shader "unlit/HeatmapShader"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_Color0("Color 0",Color) = (0,0,0,1)
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_Color1("Color 1",Color) = (0,.9,.2,1)
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_Color2("Color 2",Color) = (.9,1,.3,1)
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_Color3("Color 3",Color) = (.9,.7,.1,1)
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_Color4("Color 4",Color) = (1,0,0,1)
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_Range0("Range 0",Range(0,1)) = 0.
|
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_Range1("Range 1",Range(0,1)) = 0.25
|
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_Range2("Range 2",Range(0,1)) = 0.5
|
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_Range3("Range 3",Range(0,1)) = 0.75
|
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_Range4("Range 4",Range(0,1)) = 1
|
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|
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_Diameter("Diameter",Range(0,1)) = 1.0
|
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_Strength("Strength",Range(.1,4)) = 1.0
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_PulseSpeed("Pulse Speed",Range(0,5)) = 0
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
|
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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|
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float4 _Color0;
|
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float4 _Color1;
|
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float4 _Color2;
|
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float4 _Color3;
|
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float4 _Color4;
|
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|
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|
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float _Range0;
|
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float _Range1;
|
||||
float _Range2;
|
||||
float _Range3;
|
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float _Range4;
|
||||
float _Diameter;
|
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float _Strength;
|
||||
|
||||
float _PulseSpeed;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
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v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
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UNITY_TRANSFER_FOG(o,o.vertex);
|
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return o;
|
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}
|
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//----
|
||||
|
||||
float3 colors[5]; //colors for point ranges
|
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float pointranges[5]; //ranges of values used to determine color values
|
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float _Hits[3 * 32]; //passed in array of pointranges 3floats/point, x,y,intensity
|
||||
int _HitCount = 0;
|
||||
|
||||
void initalize()
|
||||
{
|
||||
colors[0] = _Color0;
|
||||
colors[1] = _Color1;
|
||||
colors[2] = _Color2;
|
||||
colors[3] = _Color3;
|
||||
colors[4] = _Color4;
|
||||
pointranges[0] = _Range0;
|
||||
pointranges[1] = _Range1;
|
||||
pointranges[2] = _Range2;
|
||||
pointranges[3] = _Range3;
|
||||
pointranges[4] = _Range4;
|
||||
}
|
||||
|
||||
float3 getHeatForPixel(float weight)
|
||||
{
|
||||
if (weight <= pointranges[0])
|
||||
{
|
||||
return colors[0];
|
||||
}
|
||||
if (weight >= pointranges[4])
|
||||
{
|
||||
return colors[4];
|
||||
}
|
||||
for (int i = 1; i < 5; i++)
|
||||
{
|
||||
if (weight < pointranges[i]) //if weight is between this point and the point before its range
|
||||
{
|
||||
float dist_from_lower_point = weight - pointranges[i - 1];
|
||||
float size_of_point_range = pointranges[i] - pointranges[i - 1];
|
||||
|
||||
float ratio_over_lower_point = dist_from_lower_point / size_of_point_range;
|
||||
|
||||
//now with ratio or percentage (0-1) into the point range, multiply color ranges to get color
|
||||
|
||||
float3 color_range = colors[i] - colors[i - 1];
|
||||
|
||||
float3 color_contribution = color_range * ratio_over_lower_point;
|
||||
|
||||
float3 new_color = colors[i - 1] + color_contribution;
|
||||
return new_color;
|
||||
|
||||
}
|
||||
}
|
||||
return colors[0];
|
||||
}
|
||||
|
||||
//Note: if distance is > 1.0, zero contribution, 1.0 is 1/2 of the 2x2 uv size
|
||||
float distsq(float2 a, float2 b)
|
||||
{
|
||||
float area_of_effect_size = _Diameter;
|
||||
|
||||
return pow(max(0.0, 1.0 - distance(a, b) / area_of_effect_size), 2.0);
|
||||
}
|
||||
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
|
||||
initalize();
|
||||
float2 uv = i.uv;
|
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uv = uv * 4.0 - float2(2.0,2.0); //our texture uv range is -2 to 2
|
||||
|
||||
float totalWeight = 0.0;
|
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for (float i = 0.0; i < _HitCount; i++)
|
||||
{
|
||||
float2 work_pt = float2(_Hits[i * 3], _Hits[i * 3 + 1]);
|
||||
float pt_intensity = _Hits[i * 3 + 2];
|
||||
|
||||
totalWeight += 0.5 * distsq(uv, work_pt) * pt_intensity * _Strength * (1 + sin(_Time.y * _PulseSpeed));
|
||||
}
|
||||
return col + float4(getHeatForPixel(totalWeight), .5);
|
||||
}
|
||||
|
||||
|
||||
ENDCG
|
||||
}
|
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}
|
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 825f55e2154d2e24ba9dcf5bbc14e883
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
|
||||
assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,79 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class QuadScript : MonoBehaviour
|
||||
{
|
||||
Material mMaterial;
|
||||
MeshRenderer mMeshRenderer;
|
||||
|
||||
float[] mPoints;
|
||||
int mHitCount;
|
||||
|
||||
float mDelay;
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
mDelay = 3;
|
||||
|
||||
mMeshRenderer = GetComponent<MeshRenderer>();
|
||||
mMaterial = mMeshRenderer.material;
|
||||
|
||||
mPoints = new float[32 * 3]; //32 point
|
||||
|
||||
}
|
||||
|
||||
/*void Update()
|
||||
{
|
||||
mDelay -= Time.deltaTime;
|
||||
if (mDelay <= 0)
|
||||
{
|
||||
GameObject go = Instantiate(Resources.Load<GameObject>("Projectile"));
|
||||
go.transform.position = new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), Random.Range(-3f, -1f));
|
||||
|
||||
mDelay = 0.5f;
|
||||
}
|
||||
|
||||
}*/
|
||||
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
foreach (ContactPoint cp in collision.contacts)
|
||||
{
|
||||
Debug.Log("Contact with object " + cp.otherCollider.gameObject.name);
|
||||
|
||||
Vector3 StartOfRay = cp.point - cp.normal;
|
||||
Vector3 RayDir = cp.normal;
|
||||
|
||||
Ray ray = new Ray(StartOfRay, RayDir);
|
||||
RaycastHit hit;
|
||||
|
||||
bool hitit = Physics.Raycast(ray, out hit, 10f, LayerMask.GetMask("HeatMapLayer"));
|
||||
|
||||
if (hitit)
|
||||
{
|
||||
Debug.Log("Hit Object " + hit.collider.gameObject.name);
|
||||
Debug.Log("Hit Texture coordinates = " + hit.textureCoord.x + "," + hit.textureCoord.y);
|
||||
addHitPoint(hit.textureCoord.x * 4 - 2, hit.textureCoord.y * 4 - 2);
|
||||
}
|
||||
//Destroy(cp.otherCollider.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void addHitPoint(float xp, float yp)
|
||||
{
|
||||
Debug.Log("Added Hitpoint: " + xp + "," + yp);
|
||||
mPoints[mHitCount * 3] = xp;
|
||||
mPoints[mHitCount * 3 + 1] = yp;
|
||||
mPoints[mHitCount * 3 + 2] = Random.Range(1f, 3f);
|
||||
|
||||
mHitCount++;
|
||||
mHitCount %= 32;
|
||||
|
||||
mMaterial.SetFloatArray("_Hits", mPoints);
|
||||
mMaterial.SetInt("_HitCount", mHitCount);
|
||||
|
||||
}
|
||||
|
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: f2efc559b495dc340ba1feaa137ad1c9
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@@ -61,6 +61,16 @@
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"key": "editor.autoRecalculateCollisions",
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"value": "{\"m_Value\":false}"
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},
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{
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"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
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"key": "UVEditor.showPreviewMaterial",
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"value": "{\"m_Value\":true}"
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||||
},
|
||||
{
|
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"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "editor.showEditorNotifications",
|
||||
"value": "{\"m_Value\":false}"
|
||||
},
|
||||
{
|
||||
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "ShapeBuilder.ActiveShapeIndex",
|
||||
@@ -115,6 +125,11 @@
|
||||
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.Cube",
|
||||
"value": "{}"
|
||||
},
|
||||
{
|
||||
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "uv.uvEditorGridSnapIncrement",
|
||||
"value": "{\"m_Value\":0.125}"
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user