qr shader: determine bit order for size 1 (ignores aligners at larger sizes)
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16305cd3fc
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3 changed files with 37 additions and 3 deletions
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@ -77,7 +77,9 @@ Material:
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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- _TimeSlider: 0
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- _UVSec: 0
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- _Version: 1
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- _ZWrite: 1
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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@ -3,6 +3,7 @@ Properties {
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[HideInInspector]
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_("",2D)=""{}
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_Version("Version", Range(1, 40)) = 1
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_TimeSlider("Time", Range(0, 250)) = 0
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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@ -11,6 +12,7 @@ CGPROGRAM
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#pragma surface s Standard
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struct Input{float2 uv_;};
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uint _Version;
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float _TimeSlider;
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#define VERSION _Version
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#define WIDTH (17 + VERSION * 4)
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@ -20,6 +22,9 @@ CGPROGRAM
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#define ALIGNER_SPACING_IDEAL ((WIDTH - 13) / (ALIGNERS-1))
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#define ALIGNER_SPACING (ALIGNER_SPACING_IDEAL + ALIGNER_SPACING_IDEAL % 2)
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#define MISALIGNMENT ((WIDTH - 13) - ALIGNER_SPACING * ALIGNERS)
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#define BIT_COUNT (WIDTH * WIDTH - 225 - (WIDTH - 17)*2)
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#define TIME (_Time.y*24)
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// #define TIME (uint)(_TimeSlider)
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#define EC_LEVEL_L 1
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#define EC_LEVEL_M 0
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@ -44,6 +49,7 @@ CGPROGRAM
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#define BLACK 0
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#define PINK float3(1, .3, .5)
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#define BLUE float3(0, .4, .7)
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#define CYAN float3(0,1,1)
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float3 finder_pattern(uint x, uint y) {
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if (x < 6 && x > 0 && y < 6 && y > 0) return !(x < 5 && x > 1 && y < 5 && y > 1);
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@ -101,8 +107,34 @@ CGPROGRAM
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// bottom
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if (px == 8 && py > WIDTH - 8) return (FORMAT_BITS & (1 << py + 15 - WIDTH)) == 0;
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uint column = (WIDTH - px - (px > 6))/2;
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uint direction_up = column & 1;
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// data bit layout
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uint column = (WIDTH - px - (px < 6)-1)/2;
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uint direction_up = column % 2 == 0;
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uint full_columns = column > 4 ? column - 4 : 0;
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full_columns = min(full_columns, VERSION*2);
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// the 4 columns under the right finder
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uint short_columns = min(column, 4);
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// between the left two finder patterns
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uint tiny_columns = column > (VERSION*2 + 4) ? column - (VERSION*2 + 4) : 0;
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uint bit_index = full_columns * (WIDTH - 1) * 2;
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bit_index += short_columns * (WIDTH - 9) * 2;
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bit_index += tiny_columns * (WIDTH - 17) * 2;
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bit_index += (px + (px < 6)) % 2;
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if (direction_up) {
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bit_index += (WIDTH - py - 1 - (py < 7)) * 2;
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} else {// direction down
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const uint diff = (full_columns == 0) ? 9 : (py > 6);
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bit_index += (py - diff)*2;
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}
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if (px < 9) bit_index -= 16; // rightmost tiny column
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// debugging worm
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uint worm = abs(TIME % BIT_COUNT - bit_index);
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const uint length = 4;
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if (worm < length) return CYAN * (worm/(float)length);
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return (float)(bit_index%BIT_COUNT)/(float)BIT_COUNT;
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// return lerp(BLUE, PINK, column / (WIDTH/2.));
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return lerp(BLUE, PINK, (px+py)&1);
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// return float3((px%5)/5., (px/10+py/10)&1, (py%5)/5.);
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@ -1360,7 +1360,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1500710831}
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m_LocalRotation: {x: 0, y: 1, z: 0, w: 0}
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m_LocalPosition: {x: 0, y: 0.45, z: 1}
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m_LocalPosition: {x: 0, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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