Make work with astra
This commit is contained in:
parent
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810 changed files with 6338 additions and 4613 deletions
181
BUILDING.md
181
BUILDING.md
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# Linux build
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# Linux build and launch
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The project targets **Unity 2018.1.6f1**. Keep this version for now: the
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simulation uses the bundled UNet networking API and the legacy .NET runtime.
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No engine migration has been made.
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The simulation builds and runs on Debian 13 x86_64 with its original
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**Unity 2018.1.6f1** editor. UNet, the legacy .NET runtime, the scene, and the
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traffic algorithms are retained. The source recovery is described in
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[Recovery/README.md](Recovery/README.md).
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## Toolchain
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## Run over SSH
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The following tools were installed and launched on this Debian 13 x86_64 host:
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On the server:
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- Unity Editor: `/opt/unity/2018.1.6f1/Editor/Unity`, including Linux player support.
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- Blender 2.79b: `/opt/blender-2.79b-linux-glibc219-x86_64/blender`, also available
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as `blender` on PATH. The project's Blender models use the 2.79 file format.
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- GTK 2, libsoup 2.4, GLU, and GConf 2 compatibility libraries. GConf was installed
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from Debian's `libgconf-2-4_3.2.6-8_amd64.deb` and
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`gconf2-common_3.2.6-8_all.deb`; Debian 13 no longer ships those packages.
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- Xvfb and xauth for running the old editor without a desktop display.
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```sh
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./run-linux.sh --vnc
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```
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Downloads: [Unity 2018.1.6f1](https://unity.com/releases/editor/whats-new/2018.1.6f1),
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[Blender 2.79b](https://download.blender.org/release/Blender2.79/),
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[Debian GConf packages](https://deb.debian.org/debian/pool/main/g/gconf/).
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On your local computer, open a second SSH connection with a tunnel:
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## Build command
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```sh
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ssh -L 5901:127.0.0.1:5901 your-server
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```
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Once Unity is activated and the damaged source assets below are restored:
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Connect a VNC viewer to `127.0.0.1:5901`. The VNC service listens only on
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localhost; access it through the SSH tunnel. The launcher starts a virtual
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1280×800 display, both Python services, the simulation server, and its graphical
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client. It requires `xvfb`, `xauth`, and `x11vnc`. Close the client or press
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Ctrl-C in the launcher terminal to stop all its processes.
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Other modes:
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```sh
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./run-linux.sh --server # Python services and headless simulation server
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./run-linux.sh --demo # Server plus graphical client on the current desktop
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```
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Python 3 and Bash are required. The launcher uses local HTTP ports 8080/8081 and
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UNet port 7777; it refuses to start if an existing service occupies those ports.
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Traffic lights start in the original `off` state (uncontrolled intersections).
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The simulation does not automatically cycle them; the original HTTP API can
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control them. Logs are written under `Builds/linux/`.
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A separate graphical Linux client can connect to an already running server:
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```sh
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Builds/linux/Simulation.x86_64 --connect SERVER_ADDRESS \
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-screen-width 1280 -screen-height 800 -screen-fullscreen 0 -force-glcore
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```
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Without `--connect`, the player opens the original connection menu. `--server`
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starts the server automatically; `--traffic-url` and `--event-url` can select
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other HTTP services. Keep server and client in separate processes, as the
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original simulation uses delayed client interpolation.
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## Build
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```sh
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./build-linux.sh
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```
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For an editor installed elsewhere:
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Output: `Builds/linux/Simulation.x86_64` and `Builds/linux/Simulation_Data/`.
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Distribute both together. The build log is `Builds/linux/build.log`.
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The script uses Xvfb when no display is available and places temporary import
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files in `Builds/linux/tmp` by default to avoid filling a small `/tmp` tmpfs.
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Override the editor or temporary directory when needed:
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```sh
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UNITY_EDITOR=/path/to/2018.1.6f1/Editor/Unity ./build-linux.sh
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UNITY_EDITOR=/path/to/2018.1.6f1/Editor/Unity TMPDIR=/large/tmp ./build-linux.sh
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```
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The intended output is `Builds/linux/Simulation.x86_64`, with its accompanying
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data directory. The editor log is `Builds/linux/build.log`. The build uses
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`Assets/Scenes/Main.unity`; the original settings incorrectly named the absent
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`SampleScene.unity` despite already containing Main's GUID.
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The build includes `Assets/Scenes/Main.unity`. The original build settings
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incorrectly named the nonexistent `SampleScene.unity`.
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The existing standalone startup code selects the client menu. This build command
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preserves that behavior.
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## Installed toolchain
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## Current blockers and verification
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- `/opt/unity/2018.1.6f1/Editor/Unity`, including Linux player support.
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- Blender 2.79b at `/opt/blender-2.79b-linux-glibc219-x86_64/blender`, also
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available as `blender` on PATH for importing the original `.blend` models.
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- GTK 2, libsoup 2.4, GLU, and GConf 2 compatibility libraries. GConf came from
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Debian's `libgconf-2-4_3.2.6-8_amd64.deb` and
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`gconf2-common_3.2.6-8_all.deb`, as Debian 13 no longer includes it.
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- Xvfb, xauth, and x11vnc for SSH access. Mesa llvmpipe successfully rendered the
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client without a physical GPU. This software rendering can be slower than a
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desktop GPU. The machine has no audio device, so Unity reports audio fallback
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messages and runs without sound.
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**No Linux executable has been built.** The editor starts, but the attempted
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batch build exits with status 1 at license activation:
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Downloads: [Unity 2018.1.6f1](https://unity.com/releases/editor/whats-new/2018.1.6f1),
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[Blender 2.79b](https://download.blender.org/release/Blender2.79/),
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[Debian GConf packages](https://deb.debian.org/debian/pool/main/g/gconf/).
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Recovery-only tools (ILSpy, UnityPy, OpenEXR, and .NET SDK) are not needed to build
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or run the restored source.
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```text
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Failed to activate/update license. Missing or bad username and password.
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```
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## Activation on this machine
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Unity Personal is free for eligible users, but still requires activation.
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For a desktop session, sign in to Unity Hub, then use Settings > Licenses >
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Add license > Get a free personal license if it is not activated automatically.
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See [Unity's Hub license instructions](https://docs.unity.com/en-us/hub/manage-license).
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Unity Personal was activated using the signed-in account. The modern
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entitlement alone was insufficient for this editor; Unity's official Licensing
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Client successfully issued the compatible legacy license with `--activate-ulf`.
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The editor now reads `~/.local/share/unity3d/Unity/Unity_lic.ulf`.
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No additional sign-in is needed for builds on this machine while that license
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remains valid. Licenses and credentials are outside the repository and build.
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For SSH access, Unity CLI 1.0.0-beta.9 is installed at
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`/root/.local/bin/unity`, along with GNOME Keyring and `libsecret-tools`.
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Its login command prints a URL that can be opened in a browser on another
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device. Run `./unity-ssh.sh` as the same Linux user that will run the build.
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It starts a private D-Bus session and a dedicated Unity keyring under
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`~/.local/share/unity-ssh/keyrings`, leaving the desktop login keyring intact.
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Choose a password on first use and use the same password when reopening the
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helper. This password protects saved credentials locally; enter your Unity
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account password only on Unity's sign-in page. The helper verifies that the
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keyring can store and retrieve a test credential before opening a shell.
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In that shell, run:
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`./unity-ssh.sh` opens a private D-Bus session with a dedicated keyring in
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`~/.local/share/unity-ssh/keyrings`. It preserves the desktop keyring. Use the
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same local keyring password when reopening it; this is separate from your Unity
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account password. The helper checks that credentials can be stored before
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opening its shell. Run `./unity-ssh.sh --check` to check the keyring alone.
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For an account sign-in or modern Personal activation, run inside that shell:
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```sh
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unity auth login
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@ -74,37 +111,27 @@ unity license activate --personal --accept-eula
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unity license status
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```
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The activation command accepts the Unity Personal license terms. Type `exit`
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when finished to close the shell and its keyring session.
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The login command prints a browser URL usable on another computer. The activation
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command accepts the Personal terms. Those commands alone may still require the
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legacy ULF compatibility step for Unity 2018. See the official
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[Unity CLI documentation](https://docs.unity.com/en-us/unity-cli/use-unity-cli).
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The command options and browser-assisted login startup have been checked here.
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Keyring tests with temporary credentials cover creation, reopening, incorrect
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password rejection, inherited desktop sessions, and concurrent-session
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rejection. The CLI's own credential-store check resolves the Secret Service
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backend inside the helper. Run `./unity-ssh.sh --check` to check the keyring
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without starting a Unity sign-in.
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Sign-in, activation, and compatibility with the old editor still need to be
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verified. See [Unity CLI instructions](https://docs.unity.com/en-us/unity-cli/use-unity-cli)
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and [release notes](https://docs.unity.com/en-us/unity-cli/release-notes).
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## Verification
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There is also existing file corruption, independent of activation. An audit
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found **33 asset files whose contents are Unity metadata instead of their
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expected source/model/image/material data**. Five of these are C# source files:
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Verified on this host:
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- `UnityProject/Assets/Scripts/CarLL.cs`
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- `UnityProject/Assets/Scripts/misc/trafficLightColor.cs`
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- `UnityProject/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs`
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- `UnityProject/Assets/!ext/PostProcessing/Editor/PostProcessingInspector.cs`
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- `UnityProject/Assets/!ext/PostProcessing/Editor/Monitors/WaveformMonitor.cs`
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- Linux player and editor C# compilation using the genuine Unity 2018 libraries.
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- A complete Linux standalone build, followed by server and graphical client
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startup through `run-linux.sh --vnc`.
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- Client connection, car spawning, completed trips, and traffic counts sent to
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the original Python backend.
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- HTTP traffic-light changes, queuing at red lights, and resumed traffic.
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- A local event displayed by the client's notification UI.
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- Rendered town, pedestrians, cars, post-processing, and recovered lighting.
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- No missing-script warnings or managed runtime exceptions during the successful
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server/client test. Old vendor API deprecation and model import warnings remain.
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- Launcher shutdown cleans up the services, players, VNC server, and virtual
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display it started.
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A separate compilation attempt with Unity's bundled Mono compiler and genuine
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2018.1 assemblies fails with `CS8025: Parsing error` in `VirtualInput.cs`.
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The full asset list is in the local `Builds/linux/source-audit.txt`; compiler
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output is in `Builds/linux/script-check/compile.log`.
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Some metadata is damaged too: there are duplicated GUIDs, source code stored in
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`.cs.meta` files, and empty directories with `.meta` names. The file at
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`UnityProject/Scripts/CarLL.cs` is not a usable backup: it contains a
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`TrafficController` class. A clean original checkout/archive is needed to
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restore these files reliably. Existing assets and the old Library cache were
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left intact.
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Local screenshots and test captures are under `Builds/linux/`; generated output
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and the preserved old Library cache are ignored by Git.
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74
Recovery/README.md
Normal file
74
Recovery/README.md
Normal file
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@ -0,0 +1,74 @@
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# Source recovery
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The checkout contained asset contents replaced by `.meta` data, metadata
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replaced by models/images/source code, duplicated GUIDs, and directories named
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like missing files. The old Library cache was also damaged. Recoveries preserve
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existing asset references wherever the original GUID could be recovered.
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## Provenance
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- `UnityProject/Assets/junctionAssets.zip`: restored the corrupted buildings and
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fence models, seven materials, four prefabs, and several metadata files from
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the bundled `junctionAssets - Copy` archive. Intact source files were retained.
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- `UnityProject/Scripts/other.zip`: restored metadata for `canvasChooser`,
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`serverRunningMenu`, and `destroyCar`.
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- The bundled Windows server's `Simulation_Data/Managed/Assembly-CSharp.dll`:
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decompiled `CarLL` and `trafficLightColor` with ILSpy 9.1.0.7988. Removed
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generated UNet weaving methods and changed the woven `CallRpcDecodeBits` call
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back to the source `RpcDecodeBits`, so Unity can weave the assembly again.
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The assembly SHA-256 was
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`9b23bd2b83c61ce07b579da9b594ddd535ed543435545b355f2c94d09d53a6e4`.
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- [Unity PostProcessing v1](https://github.com/Unity-Technologies/PostProcessing/tree/933df236f509ed64ae5763ed57af33f2342cd1c2),
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commit `933df236f509ed64ae5763ed57af33f2342cd1c2`: restored damaged editor
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scripts, missing model editors, shaders, blue-noise textures, and metadata.
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- Unity's original 2018.1.6 Standard Assets distribution, downloaded from the
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[official release installer](https://download.unity3d.com/download_unity/a68afd074ea7/MacStandardAssetsInstaller/StandardAssets.pkg)
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(MD5 `b891fafc108fec1232c5b1409c79bb9c`): restored `VirtualInput.cs`, the
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damaged mobile control prefab/sprite, and associated metadata from the
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CrossPlatformInput package.
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- Original cached Unity import records: recovered lost GUIDs, model sub-asset
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IDs/material mappings, and native asset metadata. Texture metadata uses the
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corresponding intact neighboring import settings and the recovered GUID.
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- Original cached textures: recovered `Lightmap-0_comp_dir.png` including its
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directionality alpha channel, and `Lightmap-1_comp_light.exr` with HDR values.
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UnityPy decoded the directional BC7 texture; [bcdec](https://github.com/iOrange/bcdec)
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decoded BC6H into floating point for OpenEXR output. These are recoveries from
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the imported, compressed cache, not byte-identical original source images.
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The HDR decoding/orientation was checked against an intact source lightmap.
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The old `UnityProject/Library` is preserved locally at
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`Builds/recovery/Library-original`. Recovery intermediates and audit files are
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under `Builds/recovery/`. Neither directory is required by the restored build.
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## Small compatibility and startup changes
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- Renamed `Assets/!ext` to `Assets/ThirdParty`, keeping its GUIDs. In the original
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folder, the legacy Linux player build omitted the vendor C# classes although
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editor compilation succeeded. The renamed folder produces the post-processing
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and particle-effect classes in the player, eliminating missing-script warnings.
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- Initialized traffic control and notification spawning in `OnStartServer`, so
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starting networking after the scene loads works correctly.
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- Initialized RPC receiver state before the first update can arrive and corrected
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the client disconnect callback's base method.
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- Added `--server`, `--connect`, `--traffic-url`, and `--event-url` startup options,
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disabled the old resolution popup, and removed repetitive server log output.
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- Added a launcher for the original Python backends plus separate UNet server
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and client processes. The launcher binds the HTTP services to localhost; their
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standalone default remains unchanged.
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- Unity regenerated damaged PresetManager and UnityConnectSettings files, which
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had contained unrelated PlayerSettings and TimeManager data respectively.
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## Unrestored optional files
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`unrestored/` preserves corrupt files outside Unity's import tree, under their
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original paths. They are not required by Main:
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- One unused motion-capture FBX animation.
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- An unused `tweet.prefab`; the working scene uses `clientGame.prefab` instead.
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- A reference photograph and three FBX exporter documentation/archive files.
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- `FbxExportSettings.asset`, which incorrectly contained EditorSettings YAML
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rather than the exporter's JSON settings and caused an import exception.
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These files still need an intact source if their optional functionality is
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wanted. The Windows-only FBX exporter tools were not ported. Existing backup
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`.blend1` files are retained and ignored by Git.
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|
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@ -0,0 +1,8 @@
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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||||
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|
||||
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|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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|
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|
|||
fileFormatVersion: 2
|
||||
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|
||||
timeCreated: 1510244436
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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Load diff
File diff suppressed because it is too large
Load diff
|
|
@ -0,0 +1,84 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 28527290b099e5d4ca9a3c784dd0c784
|
||||
TextureImporter:
|
||||
fileIDToRecycleName: {}
|
||||
externalObjects: {}
|
||||
serializedVersion: 5
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 1
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
|
||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: -1
|
||||
aniso: -1
|
||||
mipBias: -1
|
||||
wrapU: -1
|
||||
wrapV: -1
|
||||
wrapW: -1
|
||||
nPOTScale: 1
|
||||
lightmap: 0
|
||||
compressionQuality: 50
|
||||
spriteMode: 0
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 100
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!159 &1
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EditorSettings:
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serializedVersion: 7
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m_ExternalVersionControlSupport: Visible Meta Files
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m_SerializationMode: 2
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m_LineEndingsForNewScripts: 2
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m_SpritePackerPaddingPower: 1
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m_EtcTextureNormalCompressor: 2
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m_EtcTextureBestCompressor: 4
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m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd
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m_ProjectGenerationRootNamespace:
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m_UserGeneratedProjectSuffix:
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m_CollabEditorSettings:
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inProgressEnabled: 1
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@ -1,65 +0,0 @@
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Shader "Hidden/Post FX/Monitors/Waveform Render"
|
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{
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SubShader
|
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{
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||||
ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGINCLUDE
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 5.0
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#include "UnityCG.cginc"
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StructuredBuffer<uint4> _Waveform;
|
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float2 _Size;
|
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float4 _Channels;
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float _Exposure;
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float3 Tonemap(float3 x, float exposure)
|
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{
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const float a = 6.2;
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const float b = 0.5;
|
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const float c = 1.7;
|
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const float d = 0.06;
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x *= exposure;
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x = max((0.0).xxx, x - (0.004).xxx);
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x = (x * (a * x + b)) / (x * (a * x + c) + d);
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return x * x;
|
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}
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float4 FragWaveform(v2f_img i) : SV_Target
|
||||
{
|
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const float3 red = float3(1.4, 0.03, 0.02);
|
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const float3 green = float3(0.02, 1.1, 0.05);
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const float3 blue = float3(0.0, 0.25, 1.5);
|
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float3 color = float3(0.0, 0.0, 0.0);
|
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|
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uint2 uvI = i.pos.xy;
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float4 w = _Waveform[uvI.y + uvI.x * _Size.y]; // Waveform data is stored in columns instead of rows
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|
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color += red * w.r * _Channels.r;
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color += green * w.g * _Channels.g;
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color += blue * w.b * _Channels.b;
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color += w.aaa * _Channels.a * 1.5;
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color = Tonemap(color, _Exposure);
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color += (0.1).xxx;
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return float4(saturate(color), 1.0);
|
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}
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ENDCG
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// (0)
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Pass
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{
|
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CGPROGRAM
|
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|
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#pragma vertex vert_img
|
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#pragma fragment FragWaveform
|
||||
|
||||
ENDCG
|
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}
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}
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||||
FallBack off
|
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}
|
||||
|
|
@ -1,118 +0,0 @@
|
|||
Shader "Hidden/Post FX/UI/Trackball"
|
||||
{
|
||||
CGINCLUDE
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
#define PI 3.14159265359
|
||||
#define PI2 6.28318530718
|
||||
|
||||
float _Offset;
|
||||
float _DisabledState;
|
||||
float2 _Resolution; // x: size, y: size / 2
|
||||
|
||||
float3 HsvToRgb(float3 c)
|
||||
{
|
||||
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
||||
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
|
||||
return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
|
||||
}
|
||||
|
||||
float4 CreateWheel(v2f_img i, float crossColor, float offsetColor)
|
||||
{
|
||||
const float kHueOuterRadius = 0.45;
|
||||
const float kHueInnerRadius = 0.38;
|
||||
const float kLumOuterRadius = 0.495;
|
||||
const float kLumInnerRadius = 0.48;
|
||||
|
||||
float4 color = (0.0).xxxx;
|
||||
float2 uvc = i.uv - (0.5).xx;
|
||||
float dist = sqrt(dot(uvc, uvc));
|
||||
float delta = fwidth(dist);
|
||||
float angle = atan2(uvc.x, uvc.y);
|
||||
|
||||
// Cross
|
||||
{
|
||||
float radius = (0.5 - kHueInnerRadius) * _Resolution.x + 1.0;
|
||||
float2 pixel = (_Resolution.xx - 1.0) * i.uv + 1.0;
|
||||
|
||||
float vline = step(floor(fmod(pixel.x, _Resolution.y)), 0.0);
|
||||
vline *= step(radius, pixel.y) * step(pixel.y, _Resolution.x - radius);
|
||||
|
||||
float hline = step(floor(fmod(pixel.y, _Resolution.y)), 0.0);
|
||||
hline *= step(radius, pixel.x) * step(pixel.x, _Resolution.x - radius);
|
||||
|
||||
color += hline.xxxx * (1.0).xxxx;
|
||||
color += vline.xxxx * (1.0).xxxx;
|
||||
color = saturate(color);
|
||||
color *= half4((crossColor).xxx, 0.05);
|
||||
}
|
||||
|
||||
// Hue
|
||||
{
|
||||
float alphaOut = smoothstep(kHueOuterRadius - delta, kHueOuterRadius + delta, dist);
|
||||
float alphaIn = smoothstep(kHueInnerRadius - delta, kHueInnerRadius + delta, dist);
|
||||
|
||||
float hue = angle;
|
||||
hue = 1.0 - ((hue > 0.0) ? hue : PI2 + hue) / PI2;
|
||||
float4 c = float4(HsvToRgb(float3(hue, 1.0, 1.0)), 1.0);
|
||||
color += lerp((0.0).xxxx, c, alphaIn - alphaOut);
|
||||
}
|
||||
|
||||
// Offset
|
||||
{
|
||||
float alphaOut = smoothstep(kLumOuterRadius - delta, kLumOuterRadius + delta, dist);
|
||||
float alphaIn = smoothstep(kLumInnerRadius - delta, kLumInnerRadius + delta / 2, dist);
|
||||
float4 c = float4((offsetColor).xxx, 1.0);
|
||||
|
||||
float a = PI * _Offset;
|
||||
if (_Offset >= 0 && angle < a && angle > 0.0)
|
||||
c = float4((1.0).xxx, 0.5);
|
||||
else if (angle > a && angle < 0.0)
|
||||
c = float4((1.0).xxx, 0.5);
|
||||
|
||||
color += lerp((0.0).xxxx, c, alphaIn - alphaOut);
|
||||
}
|
||||
|
||||
return color * _DisabledState;
|
||||
}
|
||||
|
||||
float4 FragTrackballDark(v2f_img i) : SV_Target
|
||||
{
|
||||
return CreateWheel(i, 1.0, 0.15);
|
||||
}
|
||||
|
||||
float4 FragTrackballLight(v2f_img i) : SV_Target
|
||||
{
|
||||
return CreateWheel(i, 0.0, 0.3);
|
||||
}
|
||||
|
||||
ENDCG
|
||||
|
||||
SubShader
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
// (0) Dark skin
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert_img
|
||||
#pragma fragment FragTrackballDark
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// (1) Light skin
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert_img
|
||||
#pragma fragment FragTrackballLight
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,106 +0,0 @@
|
|||
using UnityEngine.PostProcessing;
|
||||
|
||||
namespace UnityEditor.PostProcessing
|
||||
{
|
||||
using Mode = BuiltinDebugViewsModel.Mode;
|
||||
using Settings = BuiltinDebugViewsModel.Settings;
|
||||
|
||||
[PostProcessingModelEditor(typeof(BuiltinDebugViewsModel), alwaysEnabled: true)]
|
||||
public class BuiltinDebugViewsEditor : PostProcessingModelEditor
|
||||
{
|
||||
struct DepthSettings
|
||||
{
|
||||
public SerializedProperty scale;
|
||||
}
|
||||
|
||||
struct MotionVectorsSettings
|
||||
{
|
||||
public SerializedProperty sourceOpacity;
|
||||
public SerializedProperty motionImageOpacity;
|
||||
public SerializedProperty motionImageAmplitude;
|
||||
public SerializedProperty motionVectorsOpacity;
|
||||
public SerializedProperty motionVectorsResolution;
|
||||
public SerializedProperty motionVectorsAmplitude;
|
||||
}
|
||||
|
||||
SerializedProperty m_Mode;
|
||||
DepthSettings m_Depth;
|
||||
MotionVectorsSettings m_MotionVectors;
|
||||
|
||||
public override void OnEnable()
|
||||
{
|
||||
m_Mode = FindSetting((Settings x) => x.mode);
|
||||
|
||||
m_Depth = new DepthSettings
|
||||
{
|
||||
scale = FindSetting((Settings x) => x.depth.scale)
|
||||
};
|
||||
|
||||
m_MotionVectors = new MotionVectorsSettings
|
||||
{
|
||||
sourceOpacity = FindSetting((Settings x) => x.motionVectors.sourceOpacity),
|
||||
motionImageOpacity = FindSetting((Settings x) => x.motionVectors.motionImageOpacity),
|
||||
motionImageAmplitude = FindSetting((Settings x) => x.motionVectors.motionImageAmplitude),
|
||||
motionVectorsOpacity = FindSetting((Settings x) => x.motionVectors.motionVectorsOpacity),
|
||||
motionVectorsResolution = FindSetting((Settings x) => x.motionVectors.motionVectorsResolution),
|
||||
motionVectorsAmplitude = FindSetting((Settings x) => x.motionVectors.motionVectorsAmplitude),
|
||||
};
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_Mode);
|
||||
|
||||
int mode = m_Mode.intValue;
|
||||
|
||||
if (mode == (int)Mode.Depth)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_Depth.scale);
|
||||
}
|
||||
else if (mode == (int)Mode.MotionVectors)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Switch to play mode to see motion vectors.", MessageType.Info);
|
||||
|
||||
EditorGUILayout.LabelField("Source Image", EditorStyles.boldLabel);
|
||||
EditorGUI.indentLevel++;
|
||||
EditorGUILayout.PropertyField(m_MotionVectors.sourceOpacity, EditorGUIHelper.GetContent("Opacity"));
|
||||
EditorGUI.indentLevel--;
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.LabelField("Motion Vectors (overlay)", EditorStyles.boldLabel);
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
if (m_MotionVectors.motionImageOpacity.floatValue > 0f)
|
||||
EditorGUILayout.HelpBox("Please keep opacity to 0 if you're subject to motion sickness.", MessageType.Warning);
|
||||
|
||||
EditorGUILayout.PropertyField(m_MotionVectors.motionImageOpacity, EditorGUIHelper.GetContent("Opacity"));
|
||||
EditorGUILayout.PropertyField(m_MotionVectors.motionImageAmplitude, EditorGUIHelper.GetContent("Amplitude"));
|
||||
EditorGUI.indentLevel--;
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.LabelField("Motion Vectors (arrows)", EditorStyles.boldLabel);
|
||||
EditorGUI.indentLevel++;
|
||||
EditorGUILayout.PropertyField(m_MotionVectors.motionVectorsOpacity, EditorGUIHelper.GetContent("Opacity"));
|
||||
EditorGUILayout.PropertyField(m_MotionVectors.motionVectorsResolution, EditorGUIHelper.GetContent("Resolution"));
|
||||
EditorGUILayout.PropertyField(m_MotionVectors.motionVectorsAmplitude, EditorGUIHelper.GetContent("Amplitude"));
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
else
|
||||
{
|
||||
CheckActiveEffect(mode == (int)Mode.AmbientOcclusion && !profile.ambientOcclusion.enabled, "Ambient Occlusion");
|
||||
CheckActiveEffect(mode == (int)Mode.FocusPlane && !profile.depthOfField.enabled, "Depth Of Field");
|
||||
CheckActiveEffect(mode == (int)Mode.EyeAdaptation && !profile.eyeAdaptation.enabled, "Eye Adaptation");
|
||||
CheckActiveEffect((mode == (int)Mode.LogLut || mode == (int)Mode.PreGradingLog) && !profile.colorGrading.enabled, "Color Grading");
|
||||
CheckActiveEffect(mode == (int)Mode.UserLut && !profile.userLut.enabled, "User Lut");
|
||||
}
|
||||
}
|
||||
|
||||
void CheckActiveEffect(bool expr, string name)
|
||||
{
|
||||
if (expr)
|
||||
EditorGUILayout.HelpBox(string.Format("{0} isn't enabled, the debug view won't work.", name), MessageType.Warning);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,58 +0,0 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace UnityEditor.PostProcessing
|
||||
{
|
||||
using UnityObject = Object;
|
||||
|
||||
static class EditorResources
|
||||
{
|
||||
static string m_EditorResourcesPath = string.Empty;
|
||||
|
||||
internal static string editorResourcesPath
|
||||
{
|
||||
get
|
||||
{
|
||||
if (string.IsNullOrEmpty(m_EditorResourcesPath))
|
||||
{
|
||||
string path;
|
||||
|
||||
if (SearchForEditorResourcesPath(out path))
|
||||
m_EditorResourcesPath = path;
|
||||
else
|
||||
Debug.LogError("Unable to locate editor resources. Make sure the PostProcessing package has been installed correctly.");
|
||||
}
|
||||
|
||||
return m_EditorResourcesPath;
|
||||
}
|
||||
}
|
||||
|
||||
internal static T Load<T>(string name)
|
||||
where T : UnityObject
|
||||
{
|
||||
return AssetDatabase.LoadAssetAtPath<T>(editorResourcesPath + name);
|
||||
}
|
||||
|
||||
static bool SearchForEditorResourcesPath(out string path)
|
||||
{
|
||||
path = string.Empty;
|
||||
|
||||
string searchStr = "/PostProcessing/Editor Resources/";
|
||||
string str = null;
|
||||
|
||||
foreach (var assetPath in AssetDatabase.GetAllAssetPaths())
|
||||
{
|
||||
if (assetPath.Contains(searchStr))
|
||||
{
|
||||
str = assetPath;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (str == null)
|
||||
return false;
|
||||
|
||||
path = str.Substring(0, str.LastIndexOf(searchStr) + searchStr.Length);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
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Reference in a new issue