Merge pull request #32 from Foxman13/master

PR to merge in my HoloLens-Reprojection sample
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Jared Bienz [MSFT] 2020-03-12 15:54:14 -05:00 коммит произвёл GitHub
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# HoloLens Reprojection
This sample project demonstrates how you can use the HoloLens LocatableCamera to project 2D image analysis results back into world space to add a visualization to the objects detected.
The user snaps a photo with the front-facing web camera on HoloLens and then posts it to an inference pipeline for object detection and classification.
## References
* [LocatableCamera](https://docs.microsoft.com/en-us/windows/mixed-reality/locatable-camera)
* [LocatableCamera in Unity](https://docs.microsoft.com/en-us/windows/mixed-reality/locatable-camera-in-unity)
* [Custom Vision Tutorial](https://docs.microsoft.com/en-us/windows/mixed-reality/mr-azure-302b#chapter-6---create-the-customvisionanalyser-class)
* [How to build a custom classifier with Custom Vision](https://docs.microsoft.com/en-us/azure/cognitive-services/custom-vision-service/getting-started-build-a-classifier)
## Prerequisites
* [Unity 2018.3.3 or greater](https://unity3d.com)
* [Visual Studio 2017](https://visualstudio.microsoft.com/)
* [Windows 10](https://www.microsoft.com/en-us/software-download/windows10)
* A HoloLens
## Setup
I got started by training a custom vision classifier on http://customvision.ai. (see above for how to get started)
For my sample, I create a model to detect coffee mugs and classify them.
![Tagging in Custom Vision](Images/tag.jpg?raw=true)
You will need to create a train your own model on the Custom Vision portal, or roll your own inference pipeline and integrate the reporjection components into your project.
Once you publish the iteration that you're happy with, you will input that URL and the Prediction Key value into the CustomVisionServiceConfig object.
![CustomVisionServiceConfig](Images/customvisionserviceconfig.jpg?raw=true)
Then, it will need to be set on the SceneController component.
![Set the config](Images/customvisionserviceconfig_set.jpg?raw=true)
That should be all you need to do. Don't forget to setup your HoloLens project settings and then build out to Visual Studio.
## Screenshot
![screenshot](Images/hololens_screenshot.jpg?raw=true)
If you find any issues with the sample, please submit an issue. Thank you!

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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class BoundingBox
{
public double Left { get; set; }
public double Top { get; set; }
public double Width { get; set; }
public double Height { get; set; }
public Vector2 Center {
get
{
float x = (float)(Left + (Width / 2.0f)) * 2.0f - 1.0f;
float y = (float)(1.0f - (Top + Height / 2.0f)) * 2.0f - 1.0f;
return new Vector2(x, y);
}
}
}

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using UnityEngine;
[CreateAssetMenu(fileName = "CustomVisionServiceConfig", menuName = "Azure/CustomVisionServiceConfig", order = 1)]
public class CustomVisionServiceConfig : ScriptableObject
{
public string PredictionEndpoint;
public string PredictionKey;
public int RequestTimeout;
}

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using UnityEngine;
public class GazeCursor : MonoBehaviour
{
/// <summary>
/// The cursor (this object) mesh renderer
/// </summary>
private MeshRenderer meshRenderer;
// Start is called before the first frame update
void Start()
{
// Grab the mesh renderer that is on the same object as this script.
meshRenderer = gameObject.GetComponent<MeshRenderer>();
gameObject.GetComponent<Renderer>().material.color = Color.green;
// If you wish to change the size of the cursor you can do so here
gameObject.transform.localScale = new Vector3(0.01f, 0.01f, 0.01f);
}
/// <summary>
/// Update is called once per frame
/// </summary>
void Update()
{
// Do a raycast into the world based on the user's head position and orientation.
Vector3 headPosition = Camera.main.transform.position;
Vector3 gazeDirection = Camera.main.transform.forward;
RaycastHit gazeHitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out gazeHitInfo, 30.0f, SpatialMapping.PhysicsRaycastMask))
{
// If the raycast hit a hologram, display the cursor mesh.
meshRenderer.enabled = true;
// Move the cursor to the point where the raycast hit.
transform.position = gazeHitInfo.point;
// Rotate the cursor to hug the surface of the hologram.
transform.rotation = Quaternion.FromToRotation(Vector3.up, gazeHitInfo.normal);
}
else
{
// If the raycast did not hit a hologram, hide the cursor mesh.
meshRenderer.enabled = false;
}
}
}

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using System;
using System.Collections;
using System.IO;
using UnityEngine;
using UnityEngine.Networking;
public class ImageAnalyzer : MonoBehaviour
{
public static ImageAnalyzer Instance;
public CustomVisionServiceConfig config;
private void Awake()
{
Instance = this;
}
public IEnumerator AnalyseLastImageCaptured(string imagePath, Action<string> response)
{
var imageBytes = GetImageAsByteArray(imagePath);
return AnalyseLastImageCaptured(imageBytes, Path.GetFileName(imagePath), response);
}
public IEnumerator AnalyseLastImageCaptured(byte[] imageBytes, string imageName, Action<string> callback)
{
Debug.Log(string.Format("Analyzing {0} bytes of {1}", imageBytes.Length, imageName));
WWWForm webForm = new WWWForm();
using (UnityWebRequest unityWebRequest = UnityWebRequest.Post(config.PredictionEndpoint, webForm))
{
unityWebRequest.timeout = unityWebRequest.timeout;
unityWebRequest.SetRequestHeader("Prediction-Key", config.PredictionKey);
unityWebRequest.uploadHandler = new UploadHandlerRaw(imageBytes);
unityWebRequest.downloadHandler = new DownloadHandlerBuffer();
unityWebRequest.chunkedTransfer = true;
unityWebRequest.useHttpContinue = true;
yield return unityWebRequest.SendWebRequest();
if (unityWebRequest.isHttpError)
{
Debug.Log("http error: " + unityWebRequest.error);
callback?.Invoke(null);
}
else
{
Debug.Log("http response: " + unityWebRequest.responseCode);
string jsonResponse = unityWebRequest.downloadHandler.text;
Debug.Log("response: " + jsonResponse);
callback?.Invoke(jsonResponse);
}
}
}
static byte[] GetImageAsByteArray(string imageFilePath)
{
FileStream fileStream = new FileStream(imageFilePath, FileMode.Open, FileAccess.Read);
BinaryReader binaryReader = new BinaryReader(fileStream);
return binaryReader.ReadBytes((int)fileStream.Length);
}
}

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using System;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEngine.XR.WSA.Input;
using UnityEngine.XR.WSA.WebCam;
using Newtonsoft.Json;
public class ImageCapture : MonoBehaviour
{
/// <summary>
/// Allows this class to behave like a singleton
/// </summary>
public static ImageCapture Instance;
public Resolution cameraResolution;
[HideInInspector]
public Matrix4x4 projectionMat;
[HideInInspector]
public Matrix4x4 worldMat;
/// <summary>
/// Keep counts of the taps for image renaming
/// </summary>
private int captureCount = 0;
/// <summary>
/// Photo Capture object
/// </summary>
private PhotoCapture photoCaptureObject = null;
/// <summary>
/// Allows gestures recognition in HoloLens
/// </summary>
private GestureRecognizer recognizer;
/// <summary>
/// Flagging if the capture loop is running
/// </summary>
internal bool captureIsActive;
private byte[] _imageBytes;
private Texture2D targetTexture;
private void Awake()
{
Instance = this;
}
/// <summary>
/// Runs at initialization right after Awake method
/// </summary>
void Start()
{
DirectoryInfo info = new DirectoryInfo(Application.persistentDataPath);
var fileInfo = info.GetFiles();
foreach (var file in fileInfo)
{
try
{
file.Delete();
}
catch (Exception)
{
Debug.LogFormat("Cannot delete file: ", file.Name);
}
}
recognizer = new GestureRecognizer();
recognizer.SetRecognizableGestures(GestureSettings.Tap);
recognizer.Tapped += TapHandler;
recognizer.StartCapturingGestures();
}
/// <summary>
/// Respond to Tap Input.
/// </summary>
private void TapHandler(TappedEventArgs obj)
{
if (!captureIsActive)
{
captureIsActive = true;
SceneController.Instance.PlayTapSound();
SceneController.Instance.SetCursorColor(Color.red);
Invoke("ExecuteImageCaptureAndAnalysis", 0);
}
}
/// <summary>
/// Begin process of image capturing and send to Azure Custom Vision Service.
/// </summary>
private void ExecuteImageCaptureAndAnalysis()
{
cameraResolution = PhotoCapture.SupportedResolutions.OrderByDescending
((res) => res.width * res.height).First();
targetTexture = new Texture2D(cameraResolution.width, cameraResolution.height);
PhotoCapture.CreateAsync(true, delegate (PhotoCapture captureObject)
{
photoCaptureObject = captureObject;
CameraParameters camParameters = new CameraParameters
{
hologramOpacity = 0f,
cameraResolutionWidth = targetTexture.width,
cameraResolutionHeight = targetTexture.height,
pixelFormat = CapturePixelFormat.BGRA32
};
captureObject.StartPhotoModeAsync(camParameters, delegate (PhotoCapture.PhotoCaptureResult result)
{
captureCount++;
photoCaptureObject.TakePhotoAsync(OnCapturedPhotoToMemoryCallback);
});
});
}
private void OnCapturedPhotoToMemoryCallback(PhotoCapture.PhotoCaptureResult result, PhotoCaptureFrame photoCaptureFrame)
{
if (result.success)
{
photoCaptureFrame.UploadImageDataToTexture(targetTexture);
_imageBytes = ImageConversion.EncodeToJPG(targetTexture);
var filename = string.Format(@"CapturedImage{0}.jpg", captureCount);
var filePath = Path.Combine(Application.persistentDataPath, filename);
SaveImage(filePath, _imageBytes);
if (photoCaptureFrame.hasLocationData)
{
Debug.Log("Save matrices");
photoCaptureFrame.TryGetProjectionMatrix(out projectionMat);
photoCaptureFrame.TryGetCameraToWorldMatrix(out worldMat);
}
}
photoCaptureFrame.Dispose();
photoCaptureObject.StopPhotoModeAsync(OnStoppedPhotoMode);
}
/// <summary>
/// Register the full execution of the Photo Capture.
/// </summary>
void OnCapturedPhotoToDisk(PhotoCapture.PhotoCaptureResult result)
{
try
{
photoCaptureObject.StopPhotoModeAsync(OnStoppedPhotoMode);
}
catch (Exception e)
{
Debug.LogFormat("Exception capturing photo to disk: {0}", e.Message);
}
}
/// <summary>
/// The camera photo mode has stopped after the capture.
/// Begin the image analysis process.
/// </summary>
void OnStoppedPhotoMode(PhotoCapture.PhotoCaptureResult result)
{
Debug.LogFormat("Stopped Photo Mode");
photoCaptureObject.Dispose();
photoCaptureObject = null;
if(_imageBytes != null)
StartCoroutine(ImageAnalyzer.Instance.AnalyseLastImageCaptured(_imageBytes, string.Format(@"CapturedImage{0}.jpg", captureCount), (data) =>
{
if(data != null)
{
var results = JsonConvert.DeserializeObject<PredictionResults>(data);
Debug.Log(data);
SceneController.Instance.HandleResponse(results);
}
}));
}
/// <summary>
/// Stops all capture pending actions
/// </summary>
internal void ResetImageCapture()
{
captureIsActive = false;
CancelInvoke();
}
/// <summary>
/// Saves the jpeg encoded image stream to a file.
/// </summary>
static void SaveImage(string imageFilePath, byte[] imageBytes)
{
using (FileStream fileStream = new FileStream(imageFilePath, FileMode.OpenOrCreate, FileAccess.Write))
{
using (BinaryWriter binaryWriter = new BinaryWriter(fileStream))
{
binaryWriter.Write(imageBytes);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LookAtCamera : MonoBehaviour
{
public GameObject objectToLookAt;
void LateUpdate()
{
transform.LookAt(2 * transform.position - objectToLookAt.transform.position);
}
}

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using Newtonsoft.Json;
using System;
using System.Collections.Generic;
[JsonObject]
public class PredictionResults
{
[JsonProperty(PropertyName = "id")]
public Guid Id { get; set; }
[JsonProperty(PropertyName = "project")]
public Guid Project { get; set; }
[JsonProperty(PropertyName = "iteration")]
public Guid Iteration { get; set; }
[JsonProperty(PropertyName = "created")]
public DateTime Created { get; set; }
[JsonProperty(PropertyName = "predictions")]
public List<Prediction> Predictions { get; set; }
}
[JsonObject]
public class Prediction
{
[JsonProperty(PropertyName = "tagId")]
public string TagId { get; set; }
[JsonProperty(PropertyName = "tagName")]
public string TagName { get; set; }
[JsonProperty(PropertyName = "probability")]
public float Probability { get; set; }
[JsonProperty(PropertyName = "boundingBox")]
public BoundingBox BoundingBox { get; set; }
}

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using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.XR.WSA;
[RequireComponent(typeof(ImageAnalyzer))]
[RequireComponent(typeof(ImageCapture))]
[RequireComponent(typeof(AudioSource))]
public class SceneController : MonoBehaviour
{
public static SceneController Instance;
[SerializeField]
private GameObject cursor;
[SerializeField]
private GameObject labelPrefab;
[SerializeField]
private GameObject labelLinePrefab;
[SerializeField]
private AudioClip tapClip;
[SerializeField]
private AudioClip doneClip;
[SerializeField]
private Color32 goodColor = new Color32(0, 102, 51, 255);
[SerializeField]
private Color32 errorColor = new Color32(247, 94, 52, 255);
[SerializeField]
private float confidenceThreshold = 0.8f;
private AudioSource audioSource;
private Dictionary<string, GameObject> visualizationObjects = new Dictionary<string, GameObject>();
private void Awake()
{
Instance = this;
audioSource = gameObject.GetComponent<AudioSource>();
}
private void ClearScene()
{
foreach (var kvp in visualizationObjects)
{
Destroy(kvp.Value);
}
visualizationObjects.Clear();
}
public void SetCursorColor(Color color)
{
if(cursor != null)
{
try
{
cursor.GetComponent<Renderer>().sharedMaterial.color = color;
}
catch(Exception e)
{
Debug.LogError(e.Message);
}
}
}
public void PlayTapSound()
{
if(audioSource != null && tapClip != null)
{
audioSource.PlayOneShot(tapClip);
}
}
public void PlayDoneSound()
{
if (audioSource != null && doneClip != null)
{
audioSource.PlayOneShot(doneClip);
}
}
public void HandleResponse(PredictionResults results)
{
if(results != null)
{
Debug.LogFormat("Results id: {0}", results.Id);
if(results.Predictions != null)
{
CreateVisualizations(results.Predictions.ToArray());
}
else
{
Debug.Log("Precitions list is null");
}
}
else
{
Debug.Log("results object is null");
}
}
public void CreateVisualizations(Prediction[] predictions)
{
if (predictions != null && predictions.Length > 0)
{
foreach (var prediction in predictions)
{
if (prediction.Probability >= confidenceThreshold)
{
if (visualizationObjects.ContainsKey(prediction.TagName))
{
UpdateVisualization(prediction);
}
else
{
CreateVisualization(prediction);
}
}
else
{
RemoveVisulization(prediction);
}
}
}
PlayDoneSound();
SetCursorColor(Color.green);
ImageCapture.Instance.ResetImageCapture();
}
private void RemoveVisulization(Prediction prediction)
{
if (visualizationObjects.ContainsKey(prediction.TagName))
{
var parentObject = visualizationObjects[prediction.TagName];
Destroy(parentObject);
visualizationObjects.Remove(prediction.TagName);
}
}
private void CreateVisualization(Prediction prediction)
{
var offset = new Vector3(0f, 0.1f, 0f);
var parentObject = new GameObject();
var label = Instantiate(labelPrefab);
label.transform.parent = parentObject.transform;
label.transform.localScale = new Vector3(0.005f, 0.005f, 0.005f);
var labelLine = Instantiate(labelLinePrefab);
labelLine.transform.parent = parentObject.transform;
visualizationObjects[prediction.TagName] = parentObject;
var labelText = label.GetComponentInChildren<TextMesh>();
labelText.text = prediction.TagName;
var lookAt = label.GetComponent<LookAtCamera>();
lookAt.objectToLookAt = Camera.main.gameObject;
if(prediction.TagName.Contains("OK"))
{
labelText.color = goodColor;
labelLine.GetComponent<MeshRenderer>().material.SetColor("_Color", goodColor);
}
else
{
labelText.color = errorColor;
labelLine.GetComponent<MeshRenderer>().material.SetColor("_Color", errorColor);
}
var cameraToWorldMatrix = ImageCapture.Instance.worldMat;
var projectionMatrix = ImageCapture.Instance.projectionMat;
var imageCenter = prediction.BoundingBox.Center;
var center = TargetToWorld(projectionMatrix, cameraToWorldMatrix, imageCenter);
if(center.HasValue)
{
parentObject.transform.position = center.Value;
labelLine.transform.localPosition = new Vector3(0, 0.08f, 0);
label.transform.localPosition = new Vector3(0, 0.18f, 0);
}
SetWorldAnchor(parentObject);
}
private void UpdateVisualization(Prediction prediction)
{
if (!visualizationObjects.ContainsKey(prediction.TagName))
{
throw new InvalidOperationException("Item is not currently tracked in the visualization collection. Please call CreateVisualization before calling this method.");
}
var parentObject = visualizationObjects[prediction.TagName];
var visulization = parentObject.transform.GetChild(0).gameObject;
var labelLine = parentObject.transform.GetChild(0).gameObject;
UnsetWorldAnchor(parentObject);
var labelText = visulization.GetComponentInChildren<TextMesh>();
labelText.text = prediction.TagName;
if (prediction.TagName.Contains("OK"))
{
labelText.color = goodColor;
labelLine.GetComponent<MeshRenderer>().material.SetColor("_Color", goodColor);
}
else
{
labelText.color = errorColor;
labelLine.GetComponent<MeshRenderer>().material.SetColor("_Color", errorColor);
}
var cameraToWorldMatrix = ImageCapture.Instance.worldMat;
var projectionMatrix = ImageCapture.Instance.projectionMat;
var imageCenter = prediction.BoundingBox.Center;
var center = TargetToWorld(projectionMatrix, cameraToWorldMatrix, imageCenter);
if (center.HasValue)
{
var parentLocation = center.Value;
parentObject.transform.position = parentLocation;
}
SetWorldAnchor(parentObject);
}
private void SetWorldAnchor(GameObject gameObject)
{
gameObject.AddComponent<WorldAnchor>();
}
private void UnsetWorldAnchor(GameObject gameObject)
{
Destroy(gameObject.GetComponent<WorldAnchor>());
}
private Vector3? TargetToWorld(Matrix4x4 project, Matrix4x4 world, Vector2 target)
{
var cameraSpacePos = UnProjectVector(project, new Vector3(target.x, target.y, 1));
var worldSpaceRayPoint1 = world.MultiplyPoint(Vector3.zero); // camera location in world space
var worldSpaceRayPoint2 = world.MultiplyPoint(cameraSpacePos);
Debug.Log(string.Format("rayPoint1: {0}, rayPoint2: {1}", worldSpaceRayPoint1, worldSpaceRayPoint2));
RaycastHit info;
if (Physics.Raycast(worldSpaceRayPoint1, worldSpaceRayPoint2 - worldSpaceRayPoint1, out info, 30f, SpatialMapping.PhysicsRaycastMask))
{
Debug.Log("hit point: " + info.point);
return info.point;
}
else
{
return null;
}
}
private static Vector3 UnProjectVector(Matrix4x4 proj, Vector3 to)
{
Vector3 from = new Vector3(0, 0, 0);
var axsX = proj.GetRow(0);
var axsY = proj.GetRow(1);
var axsZ = proj.GetRow(2);
from.z = to.z / axsZ.z;
from.y = (to.y - (from.z * axsY.z)) / axsY.y;
from.x = (to.x - (from.z * axsX.z)) / axsX.x;
return from;
}
}

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using UnityEngine;
using UnityEngine.XR.WSA;
public class SpatialMapping : MonoBehaviour
{
/// <summary>
/// Allows this class to behave like a singleton
/// </summary>
public static SpatialMapping Instance;
/// <summary>
/// Used by the GazeCursor as a property with the Raycast call
/// </summary>
internal static int PhysicsRaycastMask;
/// <summary>
/// The layer to use for spatial mapping collisions
/// </summary>
internal int physicsLayer = 31;
/// <summary>
/// Creates environment colliders to work with physics
/// </summary>
private SpatialMappingCollider spatialMappingCollider;
/// <summary>
/// Initializes this class
/// </summary>
private void Awake()
{
// Allows this instance to behave like a singleton
Instance = this;
}
/// <summary>
/// Runs at initialization right after Awake method
/// </summary>
void Start()
{
// Initialize and configure the collider
spatialMappingCollider = gameObject.GetComponent<SpatialMappingCollider>();
spatialMappingCollider.surfaceParent = this.gameObject;
spatialMappingCollider.freezeUpdates = false;
spatialMappingCollider.layer = physicsLayer;
// define the mask
PhysicsRaycastMask = 1 << physicsLayer;
// set the object as active one
gameObject.SetActive(true);
}
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "AR/HolographicImageBlend"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_VignetteScale("Vignette Scale", RANGE(0,2)) = 0
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertexPositionInProjectionSpace : SV_POSITION;
float2 uv : TEXCOORD0;
float4 vertexInProjectionSpace : TEXCOORD1;
};
sampler2D _MainTex;
float4x4 _WorldToCameraMatrix;
float4x4 _CameraProjectionMatrix;
float _VignetteScale;
v2f vert(appdata v)
{
v2f o;
o.vertexPositionInProjectionSpace = UnityObjectToClipPos(v.vertex);
// Calculate the vertex position in world space.
float4 vertexPositionInWorldSpace = mul(unity_ObjectToWorld, float4(v.vertex.xyz,1));
// Now take the world space vertex position and transform it so that
// it is relative to the physical web camera on the HoloLens.
float4 vertexPositionInCameraSpace = mul(_WorldToCameraMatrix, float4(vertexPositionInWorldSpace.xyz,1));
// Convert our camera relative vertex into clip space.
o.vertexInProjectionSpace = mul(_CameraProjectionMatrix, float4(vertexPositionInCameraSpace.xyz, 1.0));
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// Transform the vertex into normalized coordinate space. Basically
// we want to map where our vertex should be on the screen into the -1 to 1 range
// for both the x and y axes.
float2 signedUV = i.vertexInProjectionSpace.xy / i.vertexInProjectionSpace.w;
// The HoloLens uses an additive display so the color black will
// be transparent. If the texture is smaller than the canvas, color the extra
// area on the canvas black so it will be transparent on the HoloLens.
if (abs(signedUV.x) > 1.0 || abs(signedUV.y) > 1.0)
{
return fixed4(0.0, 0.0, 0.0, 0.0);
}
// Currently our signedUV's x and y coordinates will fall between -1 and 1.
// We need to map this range from 0 to 1 so that we can sample our texture.
float2 uv = signedUV * 0.5 + float2(0.5, 0.5);
fixed4 finalColor = tex2D(_MainTex, uv);
// Finally add a circular vignette effect starting from the center
// of the image.
finalColor *= 1.0 - (length(signedUV) * _VignetteScale);
return finalColor;
}
ENDCG
}
}
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/Transparent"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
_Color("Color (RGBA)", Color) = (1, 1, 1, 1) // add _Color property
}
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull front
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert alpha
#pragma fragment frag alpha
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
v.texcoord.x = 1 - v.texcoord.x;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
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