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CHANGELOG.md

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# Changelog
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All notable changes to this package will be documented in this file.
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The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
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and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
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## [1.0.0] - 2022-11-26
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- Initial release.
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- Prefabs
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- Scene setup
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- Scripts
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- Camera Controller
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- Input Center
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- Extensions
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- Shaders
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- Grid (world and object space)
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- Glass (world and object space)
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- Other
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- Default post-processing profile
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- Default URP config

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README.md

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# Overview
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Collection of quick scripts, shaders, and materials for prototyping.
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# Installation
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If you're working with a git project, you can clone this project as a submodule:
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```
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~/[Your project git folder] git submodule
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```
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# Contents
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## Scripts
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### Camera Controller
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Adds WASD controls to the camera, as well as Q/E for rotation and wheel for zoom.
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### Input Center
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Event-based input processing. Provides events for:
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* `static OnClick`: called when mouse 0 is released.
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* `static OnRightClick`: called when mouse 1 is released.
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Tracks and exposes input for:
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* `static bool mousePosInvalid`: Validation of mouse position (whether or not mouse is in game bounds)
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* `static Vector3 mousePos`: X and Y store screen mouse position, Z unused.
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* `static Vector3 mousePosOnClickStart`: Cached `mousePos`, only updates when the mouse 0 gets pressed.
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* `static float mouseWheel`: Mouse wheel delta from the last frame.
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* `static Vector3 movement`: X and Z store horizontal/vertical axis. Y stores Q/E state.
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The input center also allows custom hotkey processing. Keys can be bound using the `BindHotkey` and `UnbindHotkey` methods. The user can specify if the hotkey should be processed on release on while it's pressed.
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### Utility functions
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All the utility functions are stored in the static class `VenetStudio.Utility`. As such, they can be shortcut if you add `using static VenetStudio.Utility`.
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* Camera (`MouseUtils.cs`)
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* `Camera GetMainCam()`: caches and returns the main camera.
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* `Transform GetMainCamTransform()`: caches and returns main camera transform.
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* `Vector3 GetCameraPos()`: returns the main camera position. The value is cached every frame.
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* Mouse (`MouseUtils.cs`)
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* `bool IsMouseOverUi()`: Inverse shortcut for `EventSystem.current.IsPointerOverGameObject()`.
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* `Vector3 GetMousePhysicsPos(int LayerMask)`: returns 3D mouse position based on provided Physics mask. By default the mask is "Everything". The value is cached every frame.
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* Note: currently, only the first queried mask is cached and returned each frame.
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* `bool GetMousePhysicsHit(out RaycastHit hit, int layerMask)`: Same as `GetMousePhysicsPos`, more explicit. the `bool` value makes sure that the collision is valid and that there was no UI.
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* Note: currently, only the first queried mask is cached and returned each frame.
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* `static Vector3 GetMousePlanePos()`: Returns mouse position on the `up, 0` plane. The value is cached every frame.
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* `static bool TryGetWorldMousePlanePos(out Vector3 mousePos)`: Same as `GetMousePlanePos`, except it verifies if mouse is over UI.
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* Time (`MouseUtils.cs`)
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* `static float GetDeltaTime()` Returns delta time. The value is cached every frame.
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* Physics (`PhysicsUtils.cs`)
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* `bool Raycast(Vector3 position, Vector3 direction, float maxDistance, LayerMask mask)`: Currently, identical to `Physics.Raycast`.
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* `static bool Raycast(Ray ray, out RaycastHit hit, float maxDistance, LayerMask mask)`: Currently, identical to `Physics.Raycast`.
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* `static int OverlapSphere(Vector3 center, float radius, Collider[] results, int mask = ~0)`: Currently, identical to `Physics.OverlapSphere`.
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* Random number generation (`RandomUtils.cs`)
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* `float GetRandom(float min, float max)`: Currently, identical to `Random.Range`;
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## Shaders
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* `GridGlobal`: A shader that draws texture in a grid pattern in world space
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* `GridObject`: A shader that draws texture in a grid pattern in object space
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* `GlassGlobal`: A glassy shader, texture is projected in world space
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* `GlassObject`: A glassy shader, texture is projected in object space
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## Other
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### Post-processing volume
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Enabled components:
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* Tonemapping
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* Color Adjustments
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* Bloom
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* Vignette
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* Film Grain
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* Split Toning
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### URP profile
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Venet_High_URP profile is mostly identical to the default High URP profile. The only difference are some minor tweaks to ambient occlusion.

README.md.meta

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Runtime.meta

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Runtime/Materials.meta

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Runtime/Materials/Proto Glass - World Space.mat.meta

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