Update Kinect Skeleton Scene (Activated SSR Buggy!)

Activated Screen Space Reflections.
Might need to deactivate again due to performance and buggieness

Also Activated High Quality for Lights and Reflections in HDRP and HDRP Pipeline
This commit is contained in:
max 2019-11-12 19:59:16 +01:00
parent 54c8e907c4
commit 8771fc96ce
51 changed files with 196747 additions and 3437 deletions

2
.gitignore vendored
View file

@ -7,3 +7,5 @@ setup/setup/obj
UnityProject/.vs
UnityProject/.idea/.idea.UnityProject/.idea
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EmissionBind : MonoBehaviour
{
[SerializeField] private Material emissionBoost;
private static readonly string emissionIntensity = "_BoostEmission";
public void OnEnergyChanged (float energy)
{
emissionBoost.SetFloat(emissionIntensity, energy * .1f);
}
}

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using UnityEngine;
namespace cylvester
{
public class JointMarker : MonoBehaviour
{
private Vector3 velocity;
[SerializeField] private Vector3 offset;
[SerializeField] public float smoothTime = .5f;
private float previousCallback_;
public void OnJointDataReceived(Windows.Kinect.Joint joint)
{
Vector3 newPosition = new Vector3(joint.Position.X * 10f, joint.Position.Y * 10f, joint.Position.Z * 10f);
transform.position = Vector3.SmoothDamp(transform.position, newPosition, ref velocity, smoothTime) + offset;
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Camera))]
public class MultipleObjectCamera : MonoBehaviour
{
public List<Transform> targets;
public Vector3 offset;
private Vector3 velocity;
[SerializeField] float cameraSmoothing;
public float minZoom = 40f;
public float maxZoom = 10f;
public float zoomLimiter = 50f;
private Camera cam;
private void Start()
{
cam = GetComponent<Camera>();
}
private void LateUpdate()
{
if (targets.Count == 0)
return;
Move();
Zoom();
}
private void Move()
{
Vector3 centerPoint = GetCenterPoint();
Vector3 newPosition = centerPoint + offset;
transform.position = Vector3.SmoothDamp(transform.position, newPosition, ref velocity, cameraSmoothing);
}
void Zoom()
{
float newZoom = Mathf.Lerp(maxZoom, minZoom, GetGreatestDistance() / zoomLimiter);
cam.fieldOfView = Mathf.Lerp(cam.fieldOfView, newZoom, Time.deltaTime);
}
float GetGreatestDistance()
{
var bounds = new Bounds(targets[0].position, Vector3.zero);
for (int i = 0; i < targets.Count; i++)
{
bounds.Encapsulate(targets[i].position);
}
return bounds.size.x;
}
private Vector3 GetCenterPoint()
{
if (targets.Count == 1)
{
return targets[0].position;
}
var bounds = new Bounds(targets[0].position, Vector3.zero);
for (int i = 0; i < targets.Count ; i++)
{
bounds.Encapsulate(targets[i].position);
}
return bounds.center;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.VFX;
public class VFXAttractorBinder : MonoBehaviour
{
[SerializeField] private VisualEffect particleEmissionFX = null;
[SerializeField] private float baseForce = 10;
[SerializeField] private float multiplier = 1;
private static readonly string attractiveForce = "Attractive_Force";
public void OnEnergyChangedAttraction(float energy)
{
particleEmissionFX.SetFloat(attractiveForce, (energy * multiplier) + baseForce);
Debug.Log("Attraction " + energy);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.VFX;
public class VFXBinder : MonoBehaviour
{
[SerializeField] private VisualEffect particleEmissionFX = null;
private static readonly string attractiveForce = "Attractive Force";
private static readonly string emissionForce = "Emission Force";
public void OnEnergyChangedAttraction(float energy)
{
particleEmissionFX.SetFloat(attractiveForce, energy * 10f + 1f);
}
public void OnEnergyChangedEmission(float energy)
{
particleEmissionFX.SetFloat(emissionForce, energy + 0.1f + 1f);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.VFX;
public class VFXEmitterBinder : MonoBehaviour
{
[SerializeField] private VisualEffect particleEmissionFX = null;
private static readonly string emissionForce = "Emission Force";
[SerializeField] private float baseForce = 1;
[SerializeField] private float multiplier = 1;
public void OnEnergyChangedEmission(float energy)
{
particleEmissionFX.SetFloat(emissionForce, energy * multiplier + baseForce);
Debug.Log("Emitter " + energy);
}
}

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@ -1,5 +1,6 @@
{
"dependencies": {
"dependencies": {
"com.unity.2d.sprite": "1.0.0",
"com.unity.2d.tilemap": "1.0.0",
"com.unity.ads": "2.0.8",

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@ -6,6 +6,6 @@ EditorBuildSettings:
serializedVersion: 2
m_Scenes:
- enabled: 1
path: Assets/Scenes/Examples/Qlist/Qlist.unity
guid: be0a328deb6c1504c98e054a6e6a7b9e
path: Assets/Scenes/Examples/KinectSkeleton ForceHands with Sound/Force Skeleton.unity
guid: a2f6f36eb3d40b246b96ec9fd3ca21be
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@ -14,8 +14,8 @@ TagManager:
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-
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-
-
- VFX
- IgnoreReflection
-
-
-

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Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
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EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{3CC9D2C0-C461-07D9-EDF3-4FFB4DE5C299}"