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// Trying to understand the code from
// http://lgdv.cs.fau.de/get/2234
const float t_min = .00001;
const float t_max = 35.;
const int MAX_ITERATIONS = 200;
const float infinite = 100000.;
const float PI = 3.14159;
const float MAX_TRACE_DISTANCE = 40.0; // max trace distance
#pragma kernel CSMain
#define threadX 6
#define threadY 6
#define threadZ 6
#define strideX 3
#define strideY 6
#define strideZ 6
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.iOS;
public class ARKitComputeCloud : MonoBehaviour {
public Material material;
private float[] values;
Shader "Custom/PointBufferRenderer" {
Properties {
}
SubShader{
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/fakeRefract" {
Properties {
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.iOS;
public class StealCamTextures : MonoBehaviour {
public UnityARVideo video;
#pragma kernel CSMain
struct Vert{
float used;
float justChanged;
float3 pos;
float3 vel;
float3 target;
float3 oPos[8];
float3 debug;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class cloudPhysicsBuffer : MonoBehaviour {
public ARKitComputeCloud cloud;
using UnityEngine;
using System.Collections;
public class Cloak : MonoBehaviour {
//public HumanBuffer humanBuffer;
//
//public GameObject hand1;
//public GameObject hand2;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.iOS;
public class TouchEvents : MonoBehaviour {
public delegate void TouchDown(Ray ray,Vector3 screenPos);
public static event TouchDown OnTouchDown;