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Add initial "CIECAM02" UI.
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KelSolaar committed Sep 26, 2016
1 parent f7c803f commit 854e35b
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[Header(CIECAM02)] _Image ("Image", 2D) = "white" {}

// [HDR] Color seems to be clamping / messing with input.
[Header(Reference Viewing Conditions)] _X_w ("Reference White (X)", Range (0.1, 1000)) = 95.05
_Y_w ("Reference White (Y)", Range (0.1, 1000)) = 100.00
_Z_w ("Reference White (Z)", Range (0.1, 1000)) = 108.88
_L_A ("Adapting Field Absolute Luminance", Range (0.1, 1000)) = 318.31
_Y_b ("Background Relative Luminance", Range (0.1, 100)) = 20.0
[Header(Reference Viewing Conditions)] _X_w ("XYZ_w (X))", Range (50, 150)) = 95.05
_Y_w ("XYZ_w (Y)", Range (50, 150)) = 100.00
_Z_w ("XYZ_w (Z)", Range (50, 150)) = 108.88
_L_A ("L_A", Range (0.01, 10000)) = 318.31
_Y_b ("Y_b", Range (0.01, 100)) = 20.0
[KeywordEnum(Average, Dim, Dark)] _Surround("Surround", Int) = 0

[Header(Test Viewing Conditions)] [HDR] _X_w_v ("Reference White (X)", Range (0.1, 1000)) = 95.05
_Y_w_v ("Reference White (Y)", Range (0.1, 1000)) = 100.00
_Z_w_v ("Reference White (Z)", Range (0.1, 1000)) = 108.88
_L_A_v ("Adapting Field Absolute Luminance", Range (0.1, 1000)) = 318.31
_Y_b_v ("Background Relative Luminance", Range (0.1, 100)) = 20.0
[Header(Test Viewing Conditions)] [HDR] _X_w_v ("XYZ_w (X)", Range (50, 150)) = 95.05
_Y_w_v ("XYZ_w (Y)", Range (50, 150)) = 100.00
_Z_w_v ("XYZ_w (Z)", Range (50, 150)) = 108.88
_L_A_v ("L_A", Range (0.01, 10000)) = 318.31
_Y_b_v ("Y_b", Range (0.01, 100)) = 20.0
[KeywordEnum(Average, Dim, Dark)] _Surround_v("Surround", Int) = 0

[Header(Miscellaneous)][HDR] _Sampler ("Sampler", Color) = (0.0, 0.0, 0.0, 1.0)
}
SubShader
{
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Binary file modified Assets/Scenes/CIECAM02.unity
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9 changes: 9 additions & 0 deletions Assets/Scripts.meta

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65 changes: 65 additions & 0 deletions Assets/Scripts/CIECAM02_UI.cs
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using UnityEngine;
using System.Collections;

public class CIECAM02_UI : MonoBehaviour {

public void Set_X_w(float value) {
Material material = GetComponent<Renderer>().sharedMaterial;
material.SetFloat("_X_w", value);
}

public void Set_Y_w(float value) {
Material material = GetComponent<Renderer>().sharedMaterial;
material.SetFloat("_Y_w", value);
}

public void Set_Z_w(float value) {
Material material = GetComponent<Renderer>().sharedMaterial;
material.SetFloat("_Z_w", value);
}

public void Set_L_A(float value) {
Material material = GetComponent<Renderer>().sharedMaterial;
material.SetFloat("_L_A", value);
}

public void Set_Y_b(float value) {
Material material = GetComponent<Renderer>().sharedMaterial;
material.SetFloat("_Y_b", value);
}

public void Set_Surround(int value) {
Material material = GetComponent<Renderer>().sharedMaterial;
material.SetInt("_Surround", value);
}

public void Set_X_w_v(float value) {
Material material = GetComponent<Renderer>().sharedMaterial;
material.SetFloat("_X_w_v", value);
}

public void Set_Y_w_v(float value) {
Material material = GetComponent<Renderer>().sharedMaterial;
material.SetFloat("_Y_w_v", value);
}

public void Set_Z_w_v(float value) {
Material material = GetComponent<Renderer>().sharedMaterial;
material.SetFloat("_Z_w_v", value);
}

public void Set_L_A_v(float value) {
Material material = GetComponent<Renderer>().sharedMaterial;
material.SetFloat("_L_A_v", value);
}

public void Set_Y_b_v(float value) {
Material material = GetComponent<Renderer>().sharedMaterial;
material.SetFloat("_Y_b_v", value);
}

public void Set_Surround_v(int value) {
Material material = GetComponent<Renderer>().sharedMaterial;
material.SetInt("_Surround_v", value);
}
}
12 changes: 12 additions & 0 deletions Assets/Scripts/CIECAM02_UI.cs.meta

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24 changes: 24 additions & 0 deletions Assets/Scripts/FitToCamera.cs
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using UnityEngine;
using System.Collections;

public class FitToCamera : MonoBehaviour {

void Start () {

}

// Update is called once per frame
void Update () {
transform.localScale = Vector3.one;

Vector3 size = GetComponent<Renderer>().bounds.size;
float distance = Vector3.Distance(Camera.main.transform.position, transform.position);
float diameter = Mathf.Tan(Mathf.Deg2Rad * Camera.main.fieldOfView / 2.0f) * (2.0f * (float)distance);

Material material = GetComponent<Renderer>().material;
Texture image = material.GetTexture ("_Image");

transform.localScale = new Vector3(diameter * (1.0f / size[0]) *
((float)image.width / (float)image.height), 1.0f, diameter * (1.0f / size[1]));
}
}
12 changes: 12 additions & 0 deletions Assets/Scripts/FitToCamera.cs.meta

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