Insanely huge initial commit

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Changelog:
v4.4.0:
- More stable blur Strength calculation
- Fix compilation error in very old 2021.3 patch releases
- Fix error when using extremely large blur
- Remove Max Depth property
- Under the hood changes to prepare for 2023.3 URP
v4.3.0:
This is a re-release of the 4.1.0 release with hopefully less bugs.
- Preparation to support Unity 2023.3 URP
- Bug fixes
v4.2.0:
- Temporarily rollback 4.1.0 due to bugs
v4.1.0:
- Preparation to support Unity 2023.3 URP
- Fix spurious warning
v4.0.1:
- Fix issue in build
v4.0.0:
This is a major version bump signifying breaking changes.
Make sure you have your project committed to version control before upgrading
- Automatically pause blurring when there are no Translucent Images active
- Allow filling the black void when using VR Passthrough and Underlay with a custom color
- Improves prefab support
- Other under-the-hood improvements
v3.18.0:
- Improve support for newer versions of 2D Renderer
- Add workaround for buggy URP versions
- Blit mode selection is now completely automatic
v3.17.0:
- Restore support for the URP 2D Renderer in newer Unity versions
v3.16.2:
- Fix incorrect warning when used with True Shadow
v3.16.1:
- Improve compatibility with Unity 2023
v3.16.0:
- Fix incorrect rendering when using non default viewport in URP.
As a result of this change, Blur Region is now relative to the actual viewport, instead of the one show in the Camera inspector. You may need to re-tune your Blur Region.
v3.15.0:
- Fix color space mixed up. Your UIs appearance may change after this update.
v3.14.6:
- Fix compatibility with 2021.3.13 URP
v3.14.5:
- Fix editor script being included in build
- Reorder create asset menu
v3.14.4:
- Fix phantom windows again
v3.14.3:
- Fix phantom windows in some Unity versions
v3.14.2:
- Warn if Renderer Feature is missing in URP project
v3.14.1:
- Fix some gizmo icons not showing in newer Unity versions
v3.14.0:
- Improve compatibility with URP 13
v3.13.0:
- Drop support for URP's 2D Renderer. It is too locked down and buggy at the moment
v3.12.0:
- Improve compatibility with URP 12.1.7
v3.11.0:
- Allow rendering before post-processing to work-around URP 2D renderer issue.
v3.10.3:
- Fix shader compilation on GLES 2.0
v3.10.2:
- Fix sprite blending property not applied correctly
v3.10.1:
- Improve allocation behaviour
v3.10.0:
- Fix Single Pass Instanced Stereo rendering
v3.9.0:
- Improve error logging to be more relevant
- Assigning Source property on Translucent Image is now easier with automatic suggestions
- Fix compatibility with webgl in less capable browsers
- Improve compatibility with URP 12.1.2
v3.8.3:
- Workflow improvements on URP 12
v3.8.2:
- Fix some bugs on URP 12
v3.8.1:
- Fix some bugs on URP 12
v3.8.0:
- Support URP 12
- Fix prefab mode warning
v3.7.0:
- Support latest True Shadow release
- Fix spurious error messages
- Improve PlayStation compatibility
v3.6.0:
- Support Single Pass Instanced Stereo Render Mode
- Reduce log level
v3.5.1:
- Reduce error logging.
- Improve compatibility with Addressable.
v3.5.0:
- Changing Sprite Blending from script is now applied immediately.
TranslucentImage.spriteBlending is now a property instead of a field.
- You can now move the asset to a different path
v3.4.2:
- Fix blur config not saved
- Fix prefab instance not marked dirty
v3.4.1:
- Improve documentation
v3.4.0:
URP:
- Remove slow workaround for Unity bugs #1196219. Please update your URP package to 7.2.0 or newer.
- Downsampling and Blur Region now work with URP.
- Various fixes and optimizations.
v3.3.1:
- True Shadow integration: Fix shadow color not react correctly to Translucent Image color
v3.3.0:
Breaking changes:
- Upgraded to Unity 2019.4
- Remove deprecated LWRP package. URP continue to be supported.
- Translucent Image is now compatible with True Shadow.
v3.2.4:
- Fix memory leak when Translucent Image Source are destroyed.
v3.2.3:
- Example scene for blurring UI in URP
v3.2.2:
- Fix preview features sometime not work in URP
- Fix persistent black UI when not in play mode
- Hide some harmless errors in demo scene
- Fix RegisterSource() throw exception
- Some other small changes
v3.2.1:
- Convert Image to Translucent Image with context menu item
- Some small fixes and enhancements
v3.2.0:
Breaking changes: existing projects with Editor/Runtime version lower than these should not install this update.
- Upgraded to Unity 2018.4 to follow new Asset Store requirements
- Upgraded to .NET 4.x Equivalent Runtime, as .NET 3.5 is deprecated in Unity 2018
- Blur Region now can be controlled using on-screen GUI in the Game View when in Preview mode
- Help button on components now open appropriated documentation page
- Fix an issue with non fullscreen Camera Viewport Rect
- Fix missing namespace in some demo scripts
v3.1.1:
- Fix issue with URP Post Processing
v3.1.0:
*** Breaking change for LWRP project ***
- If you're using the asset in an existing LWRP project, please delete its folder first and import it again to avoid issue.
- If you're using the "Demo Forward Renderer" and "Demo LightweightRenderPipelineAsset", you'll have to replace them with the new one located in "Universal RP/'Configs" folder. I recommend creating your own, specific to your project.
***
- Added Universal RP support. LWRP support package is included for compatibility with older Unity version, but will not be updated anymore.
- Fix some small bugs.
v3.0.5:
- Added demo and documentation for setting up Translucent Images in world space.
- Disable scene gizmos.
v3.0.4:
- Better default file name when creating Blur Config from Translucent Image Source.
- Some improvement to error messages
v3.0.3:
- Fixed some bugs in demo scene
v3.0.2:
- Fixed some bugs on LWRP
- Added new demo for LWRP
v3.0.1:
- Fix compatibility issue with Post Processing Stack on LWRP
v3.0:
!!!Warning!!! Breaking changes:
- Blur Config now stored as asset file, allows for sharing of configuration between different Cameras/Scenes/Projects. You will need to re-config your all of your Translucent Image Sources. Settings on Translucent Images will be fine.
- Blur Size now called Radius to align with other software.
Added:
- Initial LWRP support. Please visit the documentation for setup guide.
- Bug fixes and performance improvements.
- A lot of ground work for additional blur algorithms (none added yet).
- Probably bugs. 😩
Changed:
- Minimum supported Unity version is now 2017.4
- Clearer preview box.

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using System;
using UnityEngine;
namespace LeTai.Asset.TranslucentImage.Demo
{
public class AutoMoveAndRotate : MonoBehaviour
{
public Vector3andSpace moveUnitsPerSecond;
public Vector3andSpace rotateDegreesPerSecond;
public bool ignoreTimescale, lateUpdate;
float m_LastRealTime;
void Start()
{
m_LastRealTime = Time.realtimeSinceStartup;
}
void Update()
{
if (!lateUpdate)
DoWork();
}
void LateUpdate()
{
if (lateUpdate)
DoWork();
}
void DoWork()
{
float deltaTime = Time.deltaTime;
if (ignoreTimescale)
{
deltaTime = (Time.realtimeSinceStartup - m_LastRealTime);
m_LastRealTime = Time.realtimeSinceStartup;
}
transform.Translate(moveUnitsPerSecond.value * deltaTime, moveUnitsPerSecond.space);
transform.Rotate(rotateDegreesPerSecond.value * deltaTime, moveUnitsPerSecond.space);
}
[Serializable]
public class Vector3andSpace
{
public Vector3 value;
public Space space = Space.Self;
}
}
}

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using UnityEngine;
namespace LeTai.Asset.TranslucentImage.Demo
{
[RequireComponent(typeof(TranslucentImageSource))]
public class ChangeBlurConfig : MonoBehaviour
{
TranslucentImageSource source;
public TranslucentImage[] translucentImages;
// Use this for initialization
void Awake()
{
source = GetComponent<TranslucentImageSource>();
}
public void ChangeBlurStrength(float value)
{
//source.BlurRadius = value;
((ScalableBlurConfig) source.BlurConfig).Strength = value;
}
public void SetUpdateRate(float value)
{
source.MaxUpdateRate = value;
}
public float GetUpdateRate()
{
return source.MaxUpdateRate;
}
public void ChangeBlurSize(float value)
{
//source.BlurRadius = value;
((ScalableBlurConfig) source.BlurConfig).Radius = value;
}
public void ChangeIteration(float value)
{
// source.Iteration = Mathf.RoundToInt(value);
((ScalableBlurConfig) source.BlurConfig).Iteration = Mathf.RoundToInt(value);
}
public void ChangeDownsample(float value)
{
source.Downsample = Mathf.RoundToInt(value);
}
public void ChangeVibrancy(float value)
{
for (int i = 0; i < translucentImages.Length; i++)
{
translucentImages[i].vibrancy = value;
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace LeTai.Asset.TranslucentImage.Demo
{
public class ColorSchemeManager : MonoBehaviour
{
public Color lightBackgroudColor = Color.white;
public Color lightForegroudColor = Color.white;
public Color lightTextColor = Color.white;
public Color darkBackgroudColor = Color.black;
public Color darkForegroudColor = Color.black;
public Color darkTextColor = Color.black;
public Graphic[] foregroudGraphic;
public Text[] texts;
Camera cam;
void Start()
{
cam = Camera.main;
}
public enum DemoColorScheme
{
Light,
Dark
}
public void SetLightScheme(bool on)
{
SetColorScheme(on ? DemoColorScheme.Light : DemoColorScheme.Dark);
}
public void SetColorScheme(DemoColorScheme scheme)
{
Color bg, fg, txt;
switch (scheme)
{
case DemoColorScheme.Light:
bg = lightBackgroudColor;
fg = lightForegroudColor;
txt = lightTextColor;
break;
case DemoColorScheme.Dark:
bg = darkBackgroudColor;
fg = darkForegroudColor;
txt = darkTextColor;
break;
default:
throw new ArgumentOutOfRangeException("scheme", scheme, null);
}
cam.backgroundColor = bg;
foreach (var graphic in foregroudGraphic)
{
graphic.color = fg;
}
foreach (var text in texts)
{
text.color = txt;
}
}
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
namespace LeTai.Asset.TranslucentImage.Demo
{
public class ControlCenter : MonoBehaviour
{
public RectTransform handle;
RectTransform rt;
void Start()
{
rt = GetComponent<RectTransform>();
}
void Update()
{
if (Mathf.Approximately(handle.rect.height, 0))
return;
rt.anchoredPosition = new Vector2(
rt.anchoredPosition.x,
Mathf.Clamp(rt.anchoredPosition.y, -rt.rect.height / 2 + handle.rect.height, rt.rect.height / 2 - 1)
);
}
public void Drag(BaseEventData baseEventData)
{
PointerEventData data = (PointerEventData) baseEventData;
rt.position = new Vector2(rt.position.x, rt.position.y + data.delta.y);
}
}
}

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using UnityEngine;
using UnityEngine.UI;
namespace LeTai.Asset.TranslucentImage.Demo
{
[RequireComponent(typeof(Text))]
public class FPSCounter : MonoBehaviour
{
const float fpsMeasurePeriod = 0.5f;
int m_FpsAccumulator;
float m_FpsNextPeriod;
int m_CurrentFps;
string display = "{0} FPS";
Text m_Text;
void Start()
{
m_FpsNextPeriod = Time.realtimeSinceStartup + fpsMeasurePeriod;
m_Text = GetComponent<Text>();
display = m_Text.text;
}
void Update()
{
// measure average frames per second
m_FpsAccumulator++;
if (Time.realtimeSinceStartup > m_FpsNextPeriod)
{
m_CurrentFps = (int) (m_FpsAccumulator / fpsMeasurePeriod);
m_FpsAccumulator = 0;
m_FpsNextPeriod += fpsMeasurePeriod;
m_Text.text = string.Format(display, m_CurrentFps);
}
}
}
}

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{
"name": "LeTai.TranslucentImage.Demo",
"references": [
"LeTai.TranslucentImage"
],
"includePlatforms": [],
"excludePlatforms": []
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using System;
using UnityEngine;
using UnityEngine.UI;
namespace LeTai.Asset.TranslucentImage.Demo
{
public class PlatformPreset : MonoBehaviour
{
public Preset[] presets;
// Use this for initialization
void Start()
{
Slider sizeSlider = GameObject.Find("Size Slider").GetComponent<Slider>();
Slider iterationSlider = GameObject.Find("Iteration Slider").GetComponent<Slider>();
Slider downsampleSlider = GameObject.Find("Downsample Slider").GetComponent<Slider>();
Slider maxUpdateRateField = GameObject.Find("Max update rate Slider").GetComponent<Slider>();
foreach (Preset preset in presets)
{
if (preset.platform == Application.platform)
{
sizeSlider.value = preset.size;
iterationSlider.value = preset.iteration;
downsampleSlider.value = preset.downsample;
maxUpdateRateField.value = preset.maxUpdateRate;
}
}
}
}
[Serializable]
public struct Preset
{
public RuntimePlatform platform;
public float size;
public int iteration;
public int downsample;
public float maxUpdateRate;
}
}

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using UnityEngine;
using UnityEngine.UI;
namespace LeTai.Asset.TranslucentImage.Demo
{
public class SetText : MonoBehaviour
{
public string format = "0.0";
Text text;
// Use this for initialization
void Awake()
{
text = GetComponent<Text>();
}
public void Set(float value)
{
text.text = value.ToString(format);
}
}
}

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using UnityEngine;
namespace LeTai.Asset.TranslucentImage.Demo
{
public class SimpleCameraController : MonoBehaviour
{
class CameraState
{
public float yaw;
public float pitch;
public float roll;
public float x;
public float y;
public float z;
public void SetFromTransform(Transform t)
{
pitch = t.eulerAngles.x;
yaw = t.eulerAngles.y;
roll = t.eulerAngles.z;
x = t.position.x;
y = t.position.y;
z = t.position.z;
}
public void Translate(Vector3 translation)
{
Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
x += rotatedTranslation.x;
y += rotatedTranslation.y;
z += rotatedTranslation.z;
}
public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
{
yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
x = Mathf.Lerp(x, target.x, positionLerpPct);
y = Mathf.Lerp(y, target.y, positionLerpPct);
z = Mathf.Lerp(z, target.z, positionLerpPct);
}
public void UpdateTransform(Transform t)
{
t.eulerAngles = new Vector3(pitch, yaw, roll);
t.position = new Vector3(x, y, z);
}
}
CameraState m_TargetCameraState = new CameraState();
CameraState m_InterpolatingCameraState = new CameraState();
[Header("Movement Settings")]
[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
public float boost = 3.5f;
[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
public float positionLerpTime = 0.2f;
[Header("Rotation Settings")]
[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
public float rotationLerpTime = 0.01f;
[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
public bool invertY = false;
void OnEnable()
{
m_TargetCameraState.SetFromTransform(transform);
m_InterpolatingCameraState.SetFromTransform(transform);
}
Vector3 GetInputTranslationDirection()
{
Vector3 direction = new Vector3();
if (Input.GetKey(KeyCode.W))
{
direction += Vector3.forward;
}
if (Input.GetKey(KeyCode.S))
{
direction += Vector3.back;
}
if (Input.GetKey(KeyCode.A))
{
direction += Vector3.left;
}
if (Input.GetKey(KeyCode.D))
{
direction += Vector3.right;
}
if (Input.GetKey(KeyCode.Q))
{
direction += Vector3.down;
}
if (Input.GetKey(KeyCode.E))
{
direction += Vector3.up;
}
return direction;
}
void Update()
{
// Exit Sample
if (Input.GetKey(KeyCode.Escape))
{
Application.Quit();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
}
// Hide and lock cursor when right mouse button pressed
if (Input.GetMouseButtonDown(1))
{
Cursor.lockState = CursorLockMode.Locked;
}
// Unlock and show cursor when right mouse button released
if (Input.GetMouseButtonUp(1))
{
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
// Rotation
if (Input.GetMouseButton(1))
{
var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1));
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
}
// Translation
var translation = GetInputTranslationDirection() * Time.deltaTime;
// Speed up movement when shift key held
if (Input.GetKey(KeyCode.LeftShift))
{
translation *= 10.0f;
}
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
boost += Input.mouseScrollDelta.y * 0.2f;
translation *= Mathf.Pow(2.0f, boost);
m_TargetCameraState.Translate(translation);
// Framerate-independent interpolation
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
m_InterpolatingCameraState.UpdateTransform(transform);
}
}
}

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using UnityEngine;
using UnityEngine.UI;
namespace LeTai.Asset.TranslucentImage.Demo
{
[RequireComponent(typeof(Slider))]
public class SliderChangeOnStart : MonoBehaviour
{
Slider slider;
void Start()
{
slider = GetComponent<Slider>();
slider.value -= 1;
slider.value += 1;
}
}
}

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using System;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
namespace LeTai.Asset.TranslucentImage.Demo
{
public class ToggleSecondBlurLayer : MonoBehaviour
{
public ChangeBlurConfig changer;
public Slider updateRateInput;
void Start()
{
StartCoroutine(DisableSource());
}
IEnumerator DisableSource()
{
yield return null;
changer.SetUpdateRate(0);
}
public void Toggle()
{
if (Mathf.Approximately(changer.GetUpdateRate(), 0))
changer.SetUpdateRate(updateRateInput.value);
else
changer.SetUpdateRate(0);
}
}
}

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using UnityEngine;
namespace LeTai.Asset.TranslucentImage.Demo
{
public class UnrestrictFramerate : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
// Debug.Log(Application.targetFrameRate.ToString());
Application.targetFrameRate = 120;
}
}
}

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using UnityEngine;
namespace LeTai.Asset.TranslucentImage.Demo
{
public class WorldSpaceSetup : MonoBehaviour
{
public Camera sceneCamera;
public Camera uiCamera;
public void Toggle()
{
//In always on top mode, main camera shouldn't render the UI
//Equivalent to toggling the layer "UI" in the inspector
sceneCamera.cullingMask ^= 1 << LayerMask.NameToLayer("UI");
//Instead, another camera that have higher depth should do that.
uiCamera.gameObject.SetActive(!uiCamera.gameObject.activeSelf);
}
}
}

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