[
  {
    "path": ".gitattributes",
    "content": "* -text\n\n*.cs        text eol=lf diff=csharp\n*.shader    text eol=lf\n*.cginc     text eol=lf\n*.hlsl      text eol=lf\n*.compute   text eol=lf\n\n*.meta      text eol=lf\n"
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  {
    "path": ".github/workflows/main.yml",
    "content": "name: UPM on npsjs.com\non:\n  release:\n    types: [created]\njobs:\n  publish:\n    runs-on: ubuntu-latest\n    steps:\n    - uses: actions/checkout@v2\n    - uses: actions/setup-node@v2\n      with:\n        registry-url: 'https://registry.npmjs.org'\n    - run: npm publish\n      working-directory: Packages/jp.keijiro.metavido\n      env:\n        NODE_AUTH_TOKEN: ${{secrets.NPM_TOKEN}}\n"
  },
  {
    "path": ".gitignore",
    "content": "Thumbs.db\nDesktop.ini\n.DS_Store\n*.swp\n\n/Library\n/Logs\n/Recordings\n/Temp\n/UserSettings\n/Xcode\n\n*.mp4\n"
  },
  {
    "path": "Assets/Decoder/ArgsParser.cs",
    "content": "using UnityEngine;\nusing UnityEngine.Video;\n\nnamespace Metavido.Decoder {\n\npublic sealed class ArgsParser : MonoBehaviour\n{\n    void Start()\n    {\n        var args = System.Environment.GetCommandLineArgs();\n        for (var i = 1; i < args.Length; i++)\n            if (i < args.Length - 1 && args[i] == \"--sourceURL\")\n                GetComponent<VideoPlayer>().url = args[++i];\n    }\n}\n\n} // namespace Metavido.Decoder\n"
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  {
    "path": "Assets/Decoder/MetadataDisplay.cs",
    "content": "using UnityEngine;\nusing UnityEngine.UIElements;\nusing Metavido.Decoder;\n\nnamespace Metavido.UI {\n\nsealed class MetadataDisplay : MonoBehaviour\n{\n    [SerializeField] MetadataDecoder _decoder = null;\n\n    string GetMetadataString()\n    {\n        var data = _decoder.Metadata;\n        if (!data.IsValid) return \"Loading...\";\n        return $\"Position: {data.CameraPosition}\\n\" +\n               $\"Rotation: {data.CameraRotation.eulerAngles}\\n\" +\n               $\"Center:   {data.CenterShift}\\n\" +\n               $\"FoV:      {data.FieldOfView * Mathf.Rad2Deg:F2}\\n\" +\n               $\"Range:    {data.DepthRange}\\n\" +\n               $\"Hash:     {data.Hash:F7}\\n\";\n    }\n\n    void Update()\n      => GetComponent<UIDocument>().rootVisualElement\n           .Q<Label>(\"metadata-label\").text = GetMetadataString();\n}\n\n} // namespace Metavido.UI\n"
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    "content": "using UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityEngine.UIElements;\nusing UnityEngine.XR.ARFoundation;\nusing Unity.Properties;\nusing Metavido.Decoder;\nusing Metavido.Encoder;\nusing Avfi;\n\nnamespace Metavido.Encoder {\n\nsealed class AppController : MonoBehaviour\n{\n    #region Scene object references\n\n    [Space]\n    [SerializeField] FrameEncoder _encoder = null;\n    [SerializeField] Camera _camera = null;\n    [Space]\n    [SerializeField] MetadataDecoder _decoder = null;\n    [SerializeField] TextureDemuxer _demuxer = null;\n\n    #endregion\n\n    #region Private members\n\n    VideoRecorder Recorder => GetComponent<VideoRecorder>();\n    VisualElement UIRoot => GetComponent<UIDocument>().rootVisualElement;\n    VisualElement UITally => UIRoot.Q(\"tally\");\n    Button UIRecordButton => UIRoot.Q<Button>(\"record-button\");\n    Button UIStopButton => UIRoot.Q<Button>(\"stop-button\");\n\n    FrameFeeder _feeder;\n\n    #endregion\n\n    #region UI properties and methods\n\n    [CreateProperty] public float MinDepth => _encoder.minDepth;\n\n    [CreateProperty] public float MaxDepth\n      { get => _encoder.maxDepth; set => SetMaxDepth(value); }\n\n    void SetMaxDepth(float z)\n    {\n        _encoder.maxDepth = z;\n        _encoder.minDepth = z / 50;\n        PlayerPrefs.SetFloat(\"max_depth\", z);\n    }\n\n    void OnRecordButton()\n    {\n        // Camera position reset\n        _camera.transform.parent.position = -_camera.transform.localPosition;\n\n        Recorder.StartRecording();\n        UIRecordButton.visible = false;\n        UIStopButton.visible = true;\n        UITally.visible = true;\n    }\n\n    void OnStopButton()\n    {\n        Recorder.EndRecording();\n        UIRecordButton.visible = true;\n        UIStopButton.visible = false;\n        UITally.visible = false;\n    }\n\n    #endregion\n\n    #region MonoBehaviour implementation\n\n    void Start()\n    {\n        // Recorder setup\n        Recorder.source = (RenderTexture)_encoder.EncodedTexture;\n\n        // Instant decoder setup\n        _feeder = new FrameFeeder(_decoder, _demuxer);\n\n        // FPS cap preference\n        var fpsCap = PlayerPrefs.GetInt(\"fps_cap_preference\") != 0;\n        FindFirstObjectByType<ARSession>().matchFrameRateRequested = !fpsCap;\n\n        // Max depth value\n        MaxDepth = PlayerPrefs.GetFloat(\"max_depth\", 5);\n\n        // UI setup\n        UIRoot.dataSource = this;\n        UIRecordButton.clicked += OnRecordButton;\n        UIRecordButton.visible = true;\n        UIStopButton.clicked += OnStopButton;\n        UIStopButton.visible = false;\n        UITally.visible = false;\n    }\n\n    void OnDestroy()\n    {\n        _feeder?.Dispose();\n        _feeder = null;\n    }\n\n    void OnApplicationPause(bool paused)\n    {\n        if (paused && Recorder.IsRecording) Recorder.EndRecording();\n    }\n\n    void OnApplicationFocus(bool hasFocus)\n    {\n        if (hasFocus) SceneManager.LoadScene(0);\n    }\n\n    void Update()\n    {\n        // Monitor update\n        _feeder.AddFrame(_encoder.EncodedTexture);\n        _feeder.Update();\n    }\n\n    #endregion\n}\n\n} // namespace Metavido.Encoder\n"
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    "path": "Assets/UI/Inconsolata/OFL.txt",
    "content": "Copyright 2006 The Inconsolata Project Authors\r\n\r\nThis Font Software is licensed under the SIL Open Font License, Version 1.1.\r\nThis license is copied below, and is also available with a FAQ at:\r\nhttps://openfontlicense.org\r\n\r\n\r\n-----------------------------------------------------------\r\nSIL OPEN FONT LICENSE Version 1.1 - 26 February 2007\r\n-----------------------------------------------------------\r\n\r\nPREAMBLE\r\nThe goals of the Open Font License (OFL) are to stimulate worldwide\r\ndevelopment of collaborative font projects, to support the font creation\r\nefforts of academic and linguistic communities, and to provide a free and\r\nopen framework in which fonts may be shared and improved in partnership\r\nwith others.\r\n\r\nThe OFL allows the licensed fonts to be used, studied, modified and\r\nredistributed freely as long as they are not sold by themselves. The\r\nfonts, including any derivative works, can be bundled, embedded, \r\nredistributed and/or sold with any software provided that any reserved\r\nnames are not used by derivative works. The fonts and derivatives,\r\nhowever, cannot be released under any other type of license. The\r\nrequirement for fonts to remain under this license does not apply\r\nto any document created using the fonts or their derivatives.\r\n\r\nDEFINITIONS\r\n\"Font Software\" refers to the set of files released by the Copyright\r\nHolder(s) under this license and clearly marked as such. This may\r\ninclude source files, build scripts and documentation.\r\n\r\n\"Reserved Font Name\" refers to any names specified as such after the\r\ncopyright statement(s).\r\n\r\n\"Original Version\" refers to the collection of Font Software components as\r\ndistributed by the Copyright Holder(s).\r\n\r\n\"Modified Version\" refers to any derivative made by adding to, deleting,\r\nor substituting -- in part or in whole -- any of the components of the\r\nOriginal Version, by changing formats or by porting the Font Software to a\r\nnew environment.\r\n\r\n\"Author\" refers to any designer, engineer, programmer, technical\r\nwriter or other person who contributed to the Font Software.\r\n\r\nPERMISSION & CONDITIONS\r\nPermission is hereby granted, free of charge, to any person obtaining\r\na copy of the Font Software, to use, study, copy, merge, embed, modify,\r\nredistribute, and sell modified and unmodified copies of the Font\r\nSoftware, subject to the following conditions:\r\n\r\n1) Neither the Font Software nor any of its individual components,\r\nin Original or Modified Versions, may be sold by itself.\r\n\r\n2) Original or Modified Versions of the Font Software may be bundled,\r\nredistributed and/or sold with any software, provided that each copy\r\ncontains the above copyright notice and this license. These can be\r\nincluded either as stand-alone text files, human-readable headers or\r\nin the appropriate machine-readable metadata fields within text or\r\nbinary files as long as those fields can be easily viewed by the user.\r\n\r\n3) No Modified Version of the Font Software may use the Reserved Font\r\nName(s) unless explicit written permission is granted by the corresponding\r\nCopyright Holder. This restriction only applies to the primary font name as\r\npresented to the users.\r\n\r\n4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font\r\nSoftware shall not be used to promote, endorse or advertise any\r\nModified Version, except to acknowledge the contribution(s) of the\r\nCopyright Holder(s) and the Author(s) or with their explicit written\r\npermission.\r\n\r\n5) The Font Software, modified or unmodified, in part or in whole,\r\nmust be distributed entirely under this license, and must not be\r\ndistributed under any other license. The requirement for fonts to\r\nremain under this license does not apply to any document created\r\nusing the Font Software.\r\n\r\nTERMINATION\r\nThis license becomes null and void if any of the above conditions are\r\nnot met.\r\n\r\nDISCLAIMER\r\nTHE FONT SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\r\nEXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF\r\nMERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT\r\nOF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE\r\nCOPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,\r\nINCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL\r\nDAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\r\nFROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM\r\nOTHER DEALINGS IN THE FONT SOFTWARE.\r\n"
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    "content": "Inconsolata Variable Font\n=========================\n\nThis download contains Inconsolata as both a variable font and static fonts.\n\nInconsolata is a variable font with these axes:\n  wdth\n  wght\n\nThis means all the styles are contained in a single file:\n  Inconsolata-VariableFont_wdth,wght.ttf\n\nIf your app fully supports variable fonts, you can now pick intermediate styles\nthat aren’t available as static fonts. Not all apps support variable fonts, and\nin those cases you can use the static font files for Inconsolata:\n  static/Inconsolata_UltraCondensed-ExtraLight.ttf\n  static/Inconsolata_UltraCondensed-Light.ttf\n  static/Inconsolata_UltraCondensed-Regular.ttf\n  static/Inconsolata_UltraCondensed-Medium.ttf\n  static/Inconsolata_UltraCondensed-SemiBold.ttf\n  static/Inconsolata_UltraCondensed-Bold.ttf\n  static/Inconsolata_UltraCondensed-ExtraBold.ttf\n  static/Inconsolata_UltraCondensed-Black.ttf\n  static/Inconsolata_ExtraCondensed-ExtraLight.ttf\n  static/Inconsolata_ExtraCondensed-Light.ttf\n  static/Inconsolata_ExtraCondensed-Regular.ttf\n  static/Inconsolata_ExtraCondensed-Medium.ttf\n  static/Inconsolata_ExtraCondensed-SemiBold.ttf\n  static/Inconsolata_ExtraCondensed-Bold.ttf\n  static/Inconsolata_ExtraCondensed-ExtraBold.ttf\n  static/Inconsolata_ExtraCondensed-Black.ttf\n  static/Inconsolata_Condensed-ExtraLight.ttf\n  static/Inconsolata_Condensed-Light.ttf\n  static/Inconsolata_Condensed-Regular.ttf\n  static/Inconsolata_Condensed-Medium.ttf\n  static/Inconsolata_Condensed-SemiBold.ttf\n  static/Inconsolata_Condensed-Bold.ttf\n  static/Inconsolata_Condensed-ExtraBold.ttf\n  static/Inconsolata_Condensed-Black.ttf\n  static/Inconsolata_SemiCondensed-ExtraLight.ttf\n  static/Inconsolata_SemiCondensed-Light.ttf\n  static/Inconsolata_SemiCondensed-Regular.ttf\n  static/Inconsolata_SemiCondensed-Medium.ttf\n  static/Inconsolata_SemiCondensed-SemiBold.ttf\n  static/Inconsolata_SemiCondensed-Bold.ttf\n  static/Inconsolata_SemiCondensed-ExtraBold.ttf\n  static/Inconsolata_SemiCondensed-Black.ttf\n  static/Inconsolata-ExtraLight.ttf\n  static/Inconsolata-Light.ttf\n  static/Inconsolata-Regular.ttf\n  static/Inconsolata-Medium.ttf\n  static/Inconsolata-SemiBold.ttf\n  static/Inconsolata-Bold.ttf\n  static/Inconsolata-ExtraBold.ttf\n  static/Inconsolata-Black.ttf\n  static/Inconsolata_SemiExpanded-ExtraLight.ttf\n  static/Inconsolata_SemiExpanded-Light.ttf\n  static/Inconsolata_SemiExpanded-Regular.ttf\n  static/Inconsolata_SemiExpanded-Medium.ttf\n  static/Inconsolata_SemiExpanded-SemiBold.ttf\n  static/Inconsolata_SemiExpanded-Bold.ttf\n  static/Inconsolata_SemiExpanded-ExtraBold.ttf\n  static/Inconsolata_SemiExpanded-Black.ttf\n  static/Inconsolata_Expanded-ExtraLight.ttf\n  static/Inconsolata_Expanded-Light.ttf\n  static/Inconsolata_Expanded-Regular.ttf\n  static/Inconsolata_Expanded-Medium.ttf\n  static/Inconsolata_Expanded-SemiBold.ttf\n  static/Inconsolata_Expanded-Bold.ttf\n  static/Inconsolata_Expanded-ExtraBold.ttf\n  static/Inconsolata_Expanded-Black.ttf\n  static/Inconsolata_ExtraExpanded-ExtraLight.ttf\n  static/Inconsolata_ExtraExpanded-Light.ttf\n  static/Inconsolata_ExtraExpanded-Regular.ttf\n  static/Inconsolata_ExtraExpanded-Medium.ttf\n  static/Inconsolata_ExtraExpanded-SemiBold.ttf\n  static/Inconsolata_ExtraExpanded-Bold.ttf\n  static/Inconsolata_ExtraExpanded-ExtraBold.ttf\n  static/Inconsolata_ExtraExpanded-Black.ttf\n  static/Inconsolata_UltraExpanded-ExtraLight.ttf\n  static/Inconsolata_UltraExpanded-Light.ttf\n  static/Inconsolata_UltraExpanded-Regular.ttf\n  static/Inconsolata_UltraExpanded-Medium.ttf\n  static/Inconsolata_UltraExpanded-SemiBold.ttf\n  static/Inconsolata_UltraExpanded-Bold.ttf\n  static/Inconsolata_UltraExpanded-ExtraBold.ttf\n  static/Inconsolata_UltraExpanded-Black.ttf\n\nGet started\n-----------\n\n1. Install the font files you want to use\n\n2. Use your app's font picker to view the font family and all the\navailable styles\n\nLearn more about variable fonts\n-------------------------------\n\n  https://developers.google.com/web/fundamentals/design-and-ux/typography/variable-fonts\n  https://variablefonts.typenetwork.com\n  https://medium.com/variable-fonts\n\nIn desktop apps\n\n  https://theblog.adobe.com/can-variable-fonts-illustrator-cc\n  https://helpx.adobe.com/nz/photoshop/using/fonts.html#variable_fonts\n\nOnline\n\n  https://developers.google.com/fonts/docs/getting_started\n  https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_Fonts/Variable_Fonts_Guide\n  https://developer.microsoft.com/en-us/microsoft-edge/testdrive/demos/variable-fonts\n\nInstalling fonts\n\n  MacOS: https://support.apple.com/en-us/HT201749\n  Linux: https://www.google.com/search?q=how+to+install+a+font+on+gnu%2Blinux\n  Windows: https://support.microsoft.com/en-us/help/314960/how-to-install-or-remove-a-font-in-windows\n\nAndroid Apps\n\n  https://developers.google.com/fonts/docs/android\n  https://developer.android.com/guide/topics/ui/look-and-feel/downloadable-fonts\n\nLicense\n-------\nPlease read the full license text (OFL.txt) to understand the permissions,\nrestrictions and requirements for usage, redistribution, and modification.\n\nYou can use them in your products & projects – print or digital,\ncommercial or otherwise.\n\nThis isn't legal advice, please consider consulting a lawyer and see the full\nlicense for all details.\n"
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    "content": "Copyright 2011 The Quicksand Project Authors (https://github.com/andrew-paglinawan/QuicksandFamily), with Reserved Font Name “Quicksand”.\r\n\r\nThis Font Software is licensed under the SIL Open Font License, Version 1.1.\r\nThis license is copied below, and is also available with a FAQ at:\r\nhttps://openfontlicense.org\r\n\r\n\r\n-----------------------------------------------------------\r\nSIL OPEN FONT LICENSE Version 1.1 - 26 February 2007\r\n-----------------------------------------------------------\r\n\r\nPREAMBLE\r\nThe goals of the Open Font License (OFL) are to stimulate worldwide\r\ndevelopment of collaborative font projects, to support the font creation\r\nefforts of academic and linguistic communities, and to provide a free and\r\nopen framework in which fonts may be shared and improved in partnership\r\nwith others.\r\n\r\nThe OFL allows the licensed fonts to be used, studied, modified and\r\nredistributed freely as long as they are not sold by themselves. The\r\nfonts, including any derivative works, can be bundled, embedded, \r\nredistributed and/or sold with any software provided that any reserved\r\nnames are not used by derivative works. The fonts and derivatives,\r\nhowever, cannot be released under any other type of license. The\r\nrequirement for fonts to remain under this license does not apply\r\nto any document created using the fonts or their derivatives.\r\n\r\nDEFINITIONS\r\n\"Font Software\" refers to the set of files released by the Copyright\r\nHolder(s) under this license and clearly marked as such. This may\r\ninclude source files, build scripts and documentation.\r\n\r\n\"Reserved Font Name\" refers to any names specified as such after the\r\ncopyright statement(s).\r\n\r\n\"Original Version\" refers to the collection of Font Software components as\r\ndistributed by the Copyright Holder(s).\r\n\r\n\"Modified Version\" refers to any derivative made by adding to, deleting,\r\nor substituting -- in part or in whole -- any of the components of the\r\nOriginal Version, by changing formats or by porting the Font Software to a\r\nnew environment.\r\n\r\n\"Author\" refers to any designer, engineer, programmer, technical\r\nwriter or other person who contributed to the Font Software.\r\n\r\nPERMISSION & CONDITIONS\r\nPermission is hereby granted, free of charge, to any person obtaining\r\na copy of the Font Software, to use, study, copy, merge, embed, modify,\r\nredistribute, and sell modified and unmodified copies of the Font\r\nSoftware, subject to the following conditions:\r\n\r\n1) Neither the Font Software nor any of its individual components,\r\nin Original or Modified Versions, may be sold by itself.\r\n\r\n2) Original or Modified Versions of the Font Software may be bundled,\r\nredistributed and/or sold with any software, provided that each copy\r\ncontains the above copyright notice and this license. These can be\r\nincluded either as stand-alone text files, human-readable headers or\r\nin the appropriate machine-readable metadata fields within text or\r\nbinary files as long as those fields can be easily viewed by the user.\r\n\r\n3) No Modified Version of the Font Software may use the Reserved Font\r\nName(s) unless explicit written permission is granted by the corresponding\r\nCopyright Holder. This restriction only applies to the primary font name as\r\npresented to the users.\r\n\r\n4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font\r\nSoftware shall not be used to promote, endorse or advertise any\r\nModified Version, except to acknowledge the contribution(s) of the\r\nCopyright Holder(s) and the Author(s) or with their explicit written\r\npermission.\r\n\r\n5) The Font Software, modified or unmodified, in part or in whole,\r\nmust be distributed entirely under this license, and must not be\r\ndistributed under any other license. The requirement for fonts to\r\nremain under this license does not apply to any document created\r\nusing the Font Software.\r\n\r\nTERMINATION\r\nThis license becomes null and void if any of the above conditions are\r\nnot met.\r\n\r\nDISCLAIMER\r\nTHE FONT SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\r\nEXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF\r\nMERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT\r\nOF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE\r\nCOPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,\r\nINCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL\r\nDAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\r\nFROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM\r\nOTHER DEALINGS IN THE FONT SOFTWARE.\r\n"
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    "content": "Quicksand Variable Font\n=======================\n\nThis download contains Quicksand as both a variable font and static fonts.\n\nQuicksand is a variable font with this axis:\n  wght\n\nThis means all the styles are contained in a single file:\n  Quicksand-VariableFont_wght.ttf\n\nIf your app fully supports variable fonts, you can now pick intermediate styles\nthat aren’t available as static fonts. Not all apps support variable fonts, and\nin those cases you can use the static font files for Quicksand:\n  static/Quicksand-Light.ttf\n  static/Quicksand-Regular.ttf\n  static/Quicksand-Medium.ttf\n  static/Quicksand-SemiBold.ttf\n  static/Quicksand-Bold.ttf\n\nGet started\n-----------\n\n1. Install the font files you want to use\n\n2. Use your app's font picker to view the font family and all the\navailable styles\n\nLearn more about variable fonts\n-------------------------------\n\n  https://developers.google.com/web/fundamentals/design-and-ux/typography/variable-fonts\n  https://variablefonts.typenetwork.com\n  https://medium.com/variable-fonts\n\nIn desktop apps\n\n  https://theblog.adobe.com/can-variable-fonts-illustrator-cc\n  https://helpx.adobe.com/nz/photoshop/using/fonts.html#variable_fonts\n\nOnline\n\n  https://developers.google.com/fonts/docs/getting_started\n  https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_Fonts/Variable_Fonts_Guide\n  https://developer.microsoft.com/en-us/microsoft-edge/testdrive/demos/variable-fonts\n\nInstalling fonts\n\n  MacOS: https://support.apple.com/en-us/HT201749\n  Linux: https://www.google.com/search?q=how+to+install+a+font+on+gnu%2Blinux\n  Windows: https://support.microsoft.com/en-us/help/314960/how-to-install-or-remove-a-font-in-windows\n\nAndroid Apps\n\n  https://developers.google.com/fonts/docs/android\n  https://developer.android.com/guide/topics/ui/look-and-feel/downloadable-fonts\n\nLicense\n-------\nPlease read the full license text (OFL.txt) to understand the permissions,\nrestrictions and requirements for usage, redistribution, and modification.\n\nYou can use them in your products & projects – print or digital,\ncommercial or otherwise.\n\nThis isn't legal advice, please consider consulting a lawyer and see the full\nlicense for all details.\n"
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  },
  {
    "path": "LICENSE",
    "content": "This is free and unencumbered software released into the public domain.\n\nAnyone is free to copy, modify, publish, use, compile, sell, or\ndistribute this software, either in source code form or as a compiled\nbinary, for any purpose, commercial or non-commercial, and by any\nmeans.\n\nIn jurisdictions that recognize copyright laws, the author or authors\nof this software dedicate any and all copyright interest in the\nsoftware to the public domain. We make this dedication for the benefit\nof the public at large and to the detriment of our heirs and\nsuccessors. We intend this dedication to be an overt act of\nrelinquishment in perpetuity of all present and future rights to this\nsoftware under copyright law.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\nEXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\nMERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\nIN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR\nOTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,\nARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR\nOTHER DEALINGS IN THE SOFTWARE.\n\nFor more information, please refer to <https://unlicense.org>\n"
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  {
    "path": "Packages/jp.keijiro.metavido/Common/Scripts/Metadata.cs",
    "content": "using UnityEngine;\n\nnamespace Metavido.Common {\n\n// Burnt-in metadata\npublic readonly struct Metadata\n{\n    #region Private data\n\n    readonly float _px;\n    readonly float _py;\n    readonly float _pz;\n\n    readonly float _rx;\n    readonly float _ry;\n    readonly float _rz;\n\n    readonly float _sx;\n    readonly float _sy;\n    readonly float _fov;\n\n    readonly float _near;\n    readonly float _far;\n    readonly float _hash;\n\n    #endregion\n\n    #region Public accessors\n\n    public bool IsValid\n      => !float.IsNaN(_fov) && _fov > 0 && _fov < 180;\n\n    public Vector3 CameraPosition\n      => new Vector3(_px, _py, _pz);\n\n    public Quaternion CameraRotation\n      => new Quaternion(_rx, _ry, _rz, RW);\n\n    public Vector2 CenterShift\n      => new Vector2(_sx, _sy);\n\n    public float FieldOfView\n      => _fov;\n\n    public Vector2 DepthRange\n      => new Vector2(_near, _far);\n\n    public float Hash\n      => _hash;\n\n    #endregion\n\n    #region Public constructors\n\n    public Metadata(Transform camera, in Matrix4x4 projection, Vector2 range)\n    {\n        var p = camera.position;\n        var r = camera.rotation;\n        var rsign = r.w < 0 ? -1.0f : 1.0f;\n\n        _px = p.x;\n        _py = p.y;\n        _pz = p.z;\n\n        _rx = r.x * rsign;\n        _ry = r.y * rsign;\n        _rz = r.z * rsign;\n\n        _sx = projection.m02;\n        _sy = projection.m12;\n        _fov = Mathf.Atan(1 / projection.m11) * 2;\n\n        _near = range.x;\n        _far  = range.y;\n        _hash = Random.value;\n    }\n\n    #endregion\n\n    #region Projection matrix reconstruction\n\n    public Matrix4x4 ReconstructProjectionMatrix(in Matrix4x4 source)\n    {\n        var m = source;\n        var aspect = source.m11 / source.m00;\n\n        if (aspect > 16.0f / 9)\n        {\n            // Wider than 16:9; Adjust the horizontal FoV.\n            m.m11 = 1 / Mathf.Tan(_fov / 2);\n            m.m00 = m.m11 / aspect;\n        }\n        else\n        {\n            // Narrower than 16:9; Adjust the vertical FoV.\n            m.m00 = 9.0f / 16 / Mathf.Tan(_fov / 2);\n            m.m11 = m.m00 * aspect;\n        }\n\n        m.m02 = _sx;\n        m.m12 = _sy;\n\n        return m;\n    }\n\n    #endregion\n\n    #region Private helpers\n\n    float RW\n      => SafeSqrt(1 - _rx * _rx - _ry * _ry - _rz * _rz);\n\n    float SafeSqrt(float x)\n      => x > Mathf.Epsilon ? Mathf.Sqrt(x) : 0;\n\n    #endregion\n}\n\n} // namespace Metavido.Common\n"
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  },
  {
    "path": "Packages/jp.keijiro.metavido/Common/Scripts/ShaderID.cs",
    "content": "using UnityEngine;\n\nnamespace Metavido.Common {\n\n// Commonly used shader property identifiers\npublic static class ShaderID\n{\n    public static readonly int        AspectFix = Shader.PropertyToID(\"_AspectFix\");\n    public static readonly int     ColorTexture = Shader.PropertyToID(\"_ColorTexture\");\n    public static readonly int       DepthColor = Shader.PropertyToID(\"_DepthColor\");\n    public static readonly int      DepthOffset = Shader.PropertyToID(\"_DepthOffset\");\n    public static readonly int       DepthRange = Shader.PropertyToID(\"_DepthRange\");\n    public static readonly int     DepthTexture = Shader.PropertyToID(\"_DepthTexture\");\n    public static readonly int EnvironmentDepth = Shader.PropertyToID(\"_EnvironmentDepth\");\n    public static readonly int        FillColor = Shader.PropertyToID(\"_FillColor\");\n    public static readonly int     HumanStencil = Shader.PropertyToID(\"_HumanStencil\");\n    public static readonly int      InverseView = Shader.PropertyToID(\"_InverseView\");\n    public static readonly int           Margin = Shader.PropertyToID(\"_Margin\");\n    public static readonly int         Metadata = Shader.PropertyToID(\"_Metadata\");\n    public static readonly int        RayParams = Shader.PropertyToID(\"_RayParams\");\n    public static readonly int     StencilColor = Shader.PropertyToID(\"_StencilColor\");\n    public static readonly int      TextureCbCr = Shader.PropertyToID(\"_textureCbCr\");\n    public static readonly int         TextureY = Shader.PropertyToID(\"_textureY\");\n}\n\n} // namespace Metavido.Common\n"
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    "path": "Packages/jp.keijiro.metavido/Common/Shaders/Common.hlsl",
    "content": "#ifndef __INCLUDE_METAVIDO_COMMON_HLSL__\n#define __INCLUDE_METAVIDO_COMMON_HLSL__\n\n// Metavido format configuration\nstatic const uint2 mtvd_FrameSize = uint2(1920, 1080);\n\n// yCbCr decoding\nfloat3 mtvd_YCbCrToSRGB(float y, float2 cbcr)\n{\n    float b = y + cbcr.x * 1.772 - 0.886;\n    float r = y + cbcr.y * 1.402 - 0.701;\n    float g = y + dot(cbcr, float2(-0.3441, -0.7141)) + 0.5291;\n    return float3(r, g, b);\n}\n\n//\n// Depth hue encoding\n//\n\nstatic const float mtvd_DepthHueMargin = 0.01;\nstatic const float mtvd_DepthHuePadding = 0.01;\n\nfloat3 mtvd_Hue2RGB(float hue)\n{\n    float h = hue * 6 - 2;\n    float r = abs(h - 1) - 1;\n    float g = 2 - abs(h);\n    float b = 2 - abs(h - 2);\n    return saturate(float3(r, g, b));\n}\n\nfloat3 mtvd_EncodeDepth(float depth, float2 range)\n{\n    // Depth range\n    depth = (depth - range.x) / (range.y - range.x);\n    // Padding\n    depth = depth * (1 - mtvd_DepthHuePadding * 2) + mtvd_DepthHuePadding;\n    // Margin\n    depth = saturate(depth) * (1 - mtvd_DepthHueMargin * 2) + mtvd_DepthHueMargin;\n    // Hue encoding\n    return mtvd_Hue2RGB(depth);\n}\n\nfloat mtvd_RGB2Hue(float3 c)\n{\n    float minc = min(min(c.r, c.g), c.b);\n    float maxc = max(max(c.r, c.g), c.b);\n    float div = 1 / (6 * max(maxc - minc, 1e-5));\n    float r = (c.g - c.b) * div;\n    float g = 1.0 / 3 + (c.b - c.r) * div;\n    float b = 2.0 / 3 + (c.r - c.g) * div;\n    float d = lerp(r, lerp(g, b, c.g < c.b), c.r < max(c.g, c.b));\n    return frac(d + 1 - mtvd_DepthHuePadding / 2) + mtvd_DepthHuePadding / 2;\n}\n\nfloat mtvd_DecodeDepth(float3 rgb, float2 range)\n{\n    // Hue decoding\n    float depth = mtvd_RGB2Hue(rgb);\n    // Padding/margin\n    depth = (depth - mtvd_DepthHueMargin ) / (1 - mtvd_DepthHueMargin  * 2);\n    depth = (depth - mtvd_DepthHuePadding) / (1 - mtvd_DepthHuePadding * 2);\n    // Depth range\n    return lerp(range.x, range.y, depth);\n}\n\n//\n// UV coordinate remapping functions\n//\n// +-----+-----+  C: Color\n// |  Z  |     |  Z: Hue-encoded depth\n// +-----+  C  |  S: Human stencil\n// | S/M |     |  M: Metadata\n// +-----+-----+\n//\n\nfloat2 mtvd_UV_FullToStencil(float2 uv)\n{\n    return uv * 2;\n}\n\nfloat2 mtvd_UV_FullToDepth(float2 uv)\n{\n    uv *= 2;\n    uv.y -= 1;\n    return uv;\n}\n\nfloat2 mtvd_UV_FullToColor(float2 uv)\n{\n    uv.x = uv.x * 2 - 1;\n    return uv;\n}\n\nfloat2 mtvd_UV_StencilToFull(float2 uv)\n{\n    return uv * 0.5;\n}\n\nfloat2 mtvd_UV_DepthToFull(float2 uv)\n{\n    return uv * 0.5 + float2(0, 0.5);\n}\n\nfloat2 mtvd_UV_ColorToFull(float2 uv)\n{\n    uv.x = lerp(0.5, 1, uv.x);\n    return uv;\n}\n\n// Multiplexer\n\nfloat3 mtvd_Mux(float2 uv, float m, float3 c, float3 z, float s)\n{\n    return uv.x > 0.5 ? c : (uv.y > 0.5 ? z : float3(s, 0, m));\n}\n\n#endif\n"
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  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/CameraController.cs",
    "content": "using UnityEngine;\nusing Metavido.Common;\n\nnamespace Metavido.Decoder {\n\n[RequireComponent(typeof(Camera))]\n[AddComponentMenu(\"Metavido/Decoding/Metavido Camera Controller\")]\npublic sealed class CameraController : MonoBehaviour\n{\n    #region Scene object references\n\n    [SerializeField] MetadataDecoder _decoder = null;\n    [SerializeField] bool _interpolation = false;\n\n    #endregion\n\n    #region Private members\n\n    // External component reference\n    Camera _camera;\n\n    // Keyframes for interpolation\n    (Vector3 p, Quaternion r, float t, float hash) _key1, _key2;\n\n    // Transform update without interpolation\n    void UpdateTransform(in Metadata meta)\n    {\n        transform.position = meta.CameraPosition;\n        transform.rotation = meta.CameraRotation;\n    }\n\n    // Transform update with interpolation\n    void UpdateTransformLerped(in Metadata meta)\n    {\n        // Current time, extrapolated time of next frame\n        var (t, nt) = (Time.time, Time.time + Time.deltaTime);\n\n        // Keyframe update\n        if (_key2.hash != meta.Hash)\n        {\n            _key1 = _key2;\n            _key2 = (meta.CameraPosition, meta.CameraRotation, t, meta.Hash);\n        }\n\n        // Interpolation parameter\n        var ip = Mathf.Clamp01((nt - _key2.t) / (_key2.t - _key1.t));\n\n        // Transform update\n        transform.position = Vector3.Lerp(_key1.p, _key2.p, ip);\n        transform.rotation = Quaternion.Slerp(_key1.r, _key2.r, ip);\n    }\n\n    // Camera matrix update\n    void UpdateCameraMatrix(in Metadata meta)\n      => _camera.projectionMatrix =\n           meta.ReconstructProjectionMatrix(_camera.projectionMatrix);\n\n    #endregion\n\n    #region MonoBehaviour implementation\n\n    void Start()\n      => _camera = GetComponent<Camera>();\n\n    void LateUpdate()\n    {\n        var meta = _decoder.Metadata;\n        if (!meta.IsValid) return;\n\n        if (_interpolation)\n            UpdateTransformLerped(meta);\n        else\n            UpdateTransform(meta);\n\n        UpdateCameraMatrix(meta);\n    }\n\n    #endregion\n}\n\n} // namespace Metavido.Decoder\n"
  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/CameraController.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2a5ee19bd9835470293185ee5602179a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {fileID: 2800000, guid: fc20f2977db4c49a288952492adcfed9, type: 3}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/FrameFeeder.cs",
    "content": "using System;\nusing System.Collections.Generic;\nusing UnityEngine;\n\nnamespace Metavido.Decoder {\n\n[AddComponentMenu(\"Metavido/Decoding/Metavido Frame Feeder\")]\npublic sealed class FrameFeeder : IDisposable\n{\n    #region Private members\n\n    (MetadataDecoder decoder, TextureDemuxer demuxer) _target;\n\n    Queue<(RenderTexture rt, int index)> _queue\n      = new Queue<(RenderTexture rt, int index)>();\n\n    int _count;\n\n    #endregion\n\n    #region Public methods\n\n    public FrameFeeder(MetadataDecoder decoder, TextureDemuxer demuxer)\n      => _target = (decoder, demuxer);\n\n    public void Dispose()\n    {\n        while (_queue.Count > 0)\n            RenderTexture.ReleaseTemporary(_queue.Dequeue().rt);\n    }\n\n    public void AddFrame(Texture source)\n    {\n        // sRGB/Linear switch based on the source texture format\n        var rw = source.isDataSRGB ? RenderTextureReadWrite.sRGB :\n                                     RenderTextureReadWrite.Linear;\n\n        // Source texture copy into a temporary RT\n        var tempRT = RenderTexture.GetTemporary\n          (source.width, source.height, 0, RenderTextureFormat.Default, rw);\n        Graphics.CopyTexture(source, tempRT);\n\n        // Decode queuing\n        _target.decoder.RequestDecodeAsync(tempRT);\n        _queue.Enqueue((tempRT, _count++));\n    }\n\n    public void Update()\n    {\n        // Decoder progress check\n        if (_target.decoder.DecodeCount <= _queue.Peek().index) return;\n\n        // Skipped frame disposal\n        while (_queue.Peek().index < _target.decoder.DecodeCount - 1)\n            RenderTexture.ReleaseTemporary(_queue.Dequeue().rt);\n\n        // Demuxing with latest decoded frame\n        var decoded = _queue.Dequeue().rt;\n        _target.demuxer.Demux(decoded, _target.decoder.Metadata);\n        RenderTexture.ReleaseTemporary(decoded);\n    }\n\n    #endregion\n}\n\n} // namespace Metavido.Decoder\n"
  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/FrameFeeder.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5844ecaaf03374441ba68fc0518d2a97\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {fileID: 2800000, guid: fc20f2977db4c49a288952492adcfed9, type: 3}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/InternalUtils.cs",
    "content": "using UnityEngine;\nusing Metavido.Common;\n\nnamespace Metavido.Decoder {\n\nstatic class ObjectUtil\n{\n    public static Material NewMaterial(Shader shader)\n      => new Material(shader) { hideFlags = HideFlags.HideAndDontSave };\n\n    public static void Destroy(Object obj)\n    {\n        if (obj == null) return;\n#if UNITY_EDITOR\n        if (Application.isPlaying && !UnityEditor.EditorApplication.isPaused)\n            Object.Destroy(obj);\n        else\n            Object.DestroyImmediate(obj);\n#else\n        Object.Destroy(obj);\n#endif\n    }\n}\n\nstatic class GfxUtil\n{\n    public static RenderTexture RGBARenderTexture(int width, int height)\n      => new RenderTexture(width, height, 0)\n           { wrapMode = TextureWrapMode.Clamp };\n\n    public static RenderTexture RHalfRenderTexture(int width, int height)\n      => new RenderTexture(width, height, 0, RenderTextureFormat.RHalf)\n           { wrapMode = TextureWrapMode.Clamp };\n\n    public static GraphicsBuffer StructuredBuffer(int count, int stride)\n      => new GraphicsBuffer(GraphicsBuffer.Target.Structured, count, stride);\n}\n\n} // namespace Metavido.Decoder\n"
  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/InternalUtils.cs.meta",
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  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/MetadataDecoder.cs",
    "content": "using UnityEngine;\nusing UnityEngine.Rendering;\nusing Metavido.Common;\n\nnamespace Metavido.Decoder {\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"Metavido/Decoding/Metavido Metadata Decoder\")]\npublic sealed class MetadataDecoder : MonoBehaviour\n{\n    #region Hidden asset references\n\n    [SerializeField, HideInInspector] ComputeShader _shader = null;\n\n    #endregion\n\n    #region Public members\n\n    public Metadata Metadata { get; private set; }\n\n    public int DecodeCount { get; private set; }\n\n    public void DecodeSync(Texture source)\n    {\n        DispatchDecoder(source);\n\n        // Synchronized readback (slow!)\n        DecodeBuffer.GetData(_readbackArray);\n        Metadata = _readbackArray[0];\n        DecodeCount++;\n    }\n\n    public void RequestDecodeAsync(Texture source)\n    {\n        DispatchDecoder(source);\n\n        // Async readback request\n        AsyncGPUReadback.Request(DecodeBuffer, OnReadback);\n    }\n\n    #endregion\n\n    #region Private members\n\n    GraphicsBuffer _decodeBuffer;\n\n    GraphicsBuffer DecodeBuffer\n      => _decodeBuffer ??\n           (_decodeBuffer = GfxUtil.StructuredBuffer(12, sizeof(float)));\n\n    void DispatchDecoder(Texture source)\n    {\n        _shader.SetTexture(0, \"Source\", source);\n        _shader.SetBuffer(0, \"Output\", DecodeBuffer);\n        _shader.Dispatch(0, 1, 1, 1);\n    }\n\n    Metadata[] _readbackArray = new Metadata[1];\n\n    void OnReadback(AsyncGPUReadbackRequest req)\n    {\n        if (!req.hasError) Metadata = req.GetData<Metadata>()[0];\n        DecodeCount++;\n    }\n\n    #endregion\n\n    #region MonoBehaviour implementation\n\n    void OnDisable() => OnDestroy();\n\n    void OnDestroy()\n    {\n        _decodeBuffer?.Dispose();\n        _decodeBuffer = null;\n    }\n\n    #endregion\n}\n\n} // namespace Metavido.Decoder\n"
  },
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    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/MetadataDecoder.cs.meta",
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  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/Metavido.Decoder.asmdef",
    "content": "{\n    \"name\": \"Metavido.Decoder\",\n    \"rootNamespace\": \"\",\n    \"references\": [\n        \"GUID:b5f587414423d4dc59cf0a18bf95250a\",\n        \"GUID:df380645f10b7bc4b97d4f5eb6303d95\",\n        \"GUID:15fc0a57446b3144c949da3e2b9737a9\"\n    ],\n    \"includePlatforms\": [],\n    \"excludePlatforms\": [],\n    \"allowUnsafeCode\": false,\n    \"overrideReferences\": false,\n    \"precompiledReferences\": [],\n    \"autoReferenced\": true,\n    \"defineConstraints\": [],\n    \"versionDefines\": [\n        {\n            \"name\": \"com.unity.modules.video\",\n            \"expression\": \"0.0.0\",\n            \"define\": \"METAVIDO_HAS_UNITY_VIDEO\"\n        },\n        {\n            \"name\": \"com.unity.render-pipelines.core\",\n            \"expression\": \"0.0.0\",\n            \"define\": \"METAVIDO_HAS_CORE_RP\"\n        },\n        {\n            \"name\": \"com.unity.render-pipelines.universal\",\n            \"expression\": \"0.0.0\",\n            \"define\": \"METAVIDO_HAS_URP\"\n        }\n    ],\n    \"noEngineReferences\": false\n}"
  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/Metavido.Decoder.asmdef.meta",
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  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/RenderUtils.cs",
    "content": "using UnityEngine;\nusing Metavido.Common;\n\nnamespace Metavido.Decoder {\n\npublic static class RenderUtils\n{\n    #region UV to ray conversion parameters\n\n    public static Vector4 RayParams(in Metadata meta)\n    {\n        var s = meta.CenterShift;\n        var h = Mathf.Tan(meta.FieldOfView / 2);\n        return new Vector4(s.x, s.y, h * 16 / 9, h);\n    }\n\n    #endregion\n\n    #region Inverse view matrix\n\n    public static Matrix4x4 InverseView(in Metadata meta)\n      => Matrix4x4.TRS(meta.CameraPosition, meta.CameraRotation, Vector3.one);\n\n    #endregion\n}\n\n} // namespace Metavido.Decoder\n"
  },
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    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/RenderUtils.cs.meta",
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  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/TextureDemuxer.cs",
    "content": "using UnityEngine;\nusing Metavido.Common;\n\nnamespace Metavido.Decoder {\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"Metavido/Decoding/Metavido Texture Demuxer\")]\npublic sealed class TextureDemuxer : MonoBehaviour\n{\n    #region Editable attributes\n\n    [SerializeField, Range(0, 8)] int _margin = 1;\n\n    #endregion\n\n    #region Hidden asset references\n\n    [SerializeField, HideInInspector] Shader _shader = null;\n\n    #endregion\n\n    #region Public members\n\n    public RenderTexture ColorTexture => _color;\n    public RenderTexture DepthTexture => _depth;\n\n    public void Demux(Texture source, in Metadata meta)\n    {\n        // Laze initialization for the demux shader\n        if (_material == null) _material = ObjectUtil.NewMaterial(_shader);\n\n        // Lazy initialization for demuxing buffers\n        var (w, h) = (source.width, source.height);\n        if (_color == null) _color = GfxUtil.RGBARenderTexture(w / 2, h);\n        if (_depth == null) _depth = GfxUtil.RHalfRenderTexture(w / 2, h / 2);\n\n        // Demux shader invocations\n        _material.SetInteger(ShaderID.Margin, _margin);\n        _material.SetVector(ShaderID.DepthRange, meta.DepthRange);\n        Graphics.Blit(source, _color, _material, 0);\n        Graphics.Blit(source, _depth, _material, 1);\n    }\n\n    #endregion\n\n    #region Private members\n\n    Material _material;\n    RenderTexture _color;\n    RenderTexture _depth;\n\n    #endregion\n\n    #region MonoBehaviour implementation\n\n    void OnDestroy()\n    {\n        ObjectUtil.Destroy(_material);\n        ObjectUtil.Destroy(_color);\n        ObjectUtil.Destroy(_depth);\n    }\n\n    #endregion\n}\n\n} // namespace Metavido.Decoder\n"
  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/TextureDemuxer.cs.meta",
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  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/VideoBackground.cs",
    "content": "using UnityEngine;\nusing Metavido.Common;\n\nnamespace Metavido.Decoder {\n\n[ExecuteInEditMode, RequireComponent(typeof(Camera))]\n[AddComponentMenu(\"Metavido/Decoding/Metavido Video Background\")]\npublic sealed class VideoBackground : MonoBehaviour\n{\n    #region Scene object references\n\n    [SerializeField] MetadataDecoder _decoder = null;\n    [SerializeField] TextureDemuxer _demux = null;\n\n    #endregion\n\n    #region Editable attributes\n\n    [SerializeField] float _depthOffset = 0;\n    [SerializeField, ColorUsage(false)] Color _fillColor = Color.white;\n    [SerializeField] Color _depthColor = Color.white;\n    [SerializeField] Color _stencilColor = Color.red;\n\n    #endregion\n\n    #region Hidden asset references\n\n    [SerializeField, HideInInspector] Shader _shader = null;\n\n    #endregion\n\n    #region Private objects\n\n    Material _material;\n\n    #endregion\n\n    #region MonoBehaviour implementation\n\n    void OnDestroy()\n      => ObjectUtil.Destroy(_material);\n\n    void LateUpdate()\n    {\n        // Run it only when the textures are ready.\n        if (_demux.ColorTexture == null) return;\n\n        // Camera parameters\n        var meta = _decoder.Metadata;\n        var ray = RenderUtils.RayParams(meta);\n        var iview = RenderUtils.InverseView(meta);\n\n        // Lazy initialization for the background shader\n        if (_material == null) _material = ObjectUtil.NewMaterial(_shader);\n\n        // Material property update\n        _material.SetVector(ShaderID.RayParams, ray);\n        _material.SetMatrix(ShaderID.InverseView, iview);\n        _material.SetVector(ShaderID.DepthRange, meta.DepthRange);\n        _material.SetFloat(ShaderID.DepthOffset, _depthOffset);\n        _material.SetColor(ShaderID.FillColor, _fillColor);\n        _material.SetColor(ShaderID.DepthColor, _depthColor);\n        _material.SetColor(ShaderID.StencilColor, _stencilColor);\n        _material.SetTexture(ShaderID.ColorTexture, _demux.ColorTexture);\n        _material.SetTexture(ShaderID.DepthTexture, _demux.DepthTexture);\n    }\n\n    #endregion\n\n    #region Draw methods\n\n    public bool IsReady => _material != null;\n\n    // Public draw method for SRPs\n    public void PushDrawCommand(UnityEngine.Rendering.CommandBuffer cmd)\n      => cmd.DrawProcedural\n           (Matrix4x4.identity, _material, 0, MeshTopology.Triangles, 6);\n\n#if METAVIDO_HAS_CORE_RP\n    // Public draw method for SRPs (Render Graph version)\n    public void PushDrawCommand\n      (UnityEngine.Rendering.RenderGraphModule.RasterGraphContext context)\n      => context.cmd.DrawProcedural\n           (Matrix4x4.identity, _material, 0, MeshTopology.Triangles, 6);\n#endif\n\n    // OnRenderObject implementation for the built-in render pipeline\n    void OnRenderObject()\n    {\n        // Test if it's the target camera. This always fails on SRPs.\n        if (GetComponent<Camera>() != Camera.current) return;\n\n        // Run it only when the textures are ready.\n        if (_demux.ColorTexture == null) return;\n\n        // Fullscreen quad drawcall\n        _material.SetPass(0);\n        Graphics.DrawProceduralNow(MeshTopology.Triangles, 6, 1);\n    }\n\n    #endregion\n}\n\n} // namespace Metavido.Decoder\n"
  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/VideoBackground.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cbdafefe6557a4f0c8c063f5e07e0c3c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences:\n  - _camera: {instanceID: 0}\n  - _shader: {fileID: 4800000, guid: b9eb90f7526a94194b73cae0832d7587, type: 3}\n  executionOrder: 0\n  icon: {fileID: 2800000, guid: fc20f2977db4c49a288952492adcfed9, type: 3}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/VideoBackgroundPassFeature.cs",
    "content": "#if METAVIDO_HAS_URP\n\nusing UnityEngine.Rendering;\nusing UnityEngine.Rendering.RenderGraphModule;\nusing UnityEngine.Rendering.Universal;\n\nnamespace Metavido.Decoder {\n\nsealed class VideoBackgroundRenderPass : ScriptableRenderPass\n{\n    class PassData { public VideoBackground Driver { get; set; } }\n\n    public override void RecordRenderGraph(RenderGraph graph,\n                                           ContextContainer context)\n    {\n        // VideoBackground component reference\n        var camera = context.Get<UniversalCameraData>().camera;\n        var driver = camera.GetComponent<VideoBackground>();\n        if (driver == null || !driver.enabled || !driver.IsReady) return;\n\n        // Render pass building\n        using var builder =\n          graph.AddRasterRenderPass<PassData>(\"Metavido BG\", out var data);\n\n        data.Driver = driver;\n\n        var resource = context.Get<UniversalResourceData>();\n        builder.SetRenderAttachment(resource.activeColorTexture, 0);\n        builder.SetRenderAttachmentDepth(resource.activeDepthTexture,\n                                         AccessFlags.Write);\n\n        builder.AllowPassCulling(false);\n\n        // Render function registration\n        builder.SetRenderFunc((PassData data, RasterGraphContext context)\n                                => data.Driver.PushDrawCommand(context));\n    }\n}\n\npublic sealed class VideoBackgroundPassFeature : ScriptableRendererFeature\n{\n    VideoBackgroundRenderPass _pass;\n\n    public override void Create()\n      => _pass = new VideoBackgroundRenderPass\n           { renderPassEvent = RenderPassEvent.AfterRenderingOpaques };\n\n    public override void AddRenderPasses(ScriptableRenderer renderer,\n                                         ref RenderingData renderingData)\n      => renderer.EnqueuePass(_pass);\n}\n\n} // namespace Metavido.Decoder\n\n#endif\n"
  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/VideoBackgroundPassFeature.cs.meta",
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  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/VideoFeeder.cs",
    "content": "using UnityEngine;\n#if METAVIDO_HAS_UNITY_VIDEO\nusing UnityEngine.Video;\n#endif\n\nnamespace Metavido.Decoder {\n\n[AddComponentMenu(\"Metavido/Decoding/Metavido Video Feeder\")]\npublic sealed class VideoFeeder : MonoBehaviour\n{\n#if METAVIDO_HAS_UNITY_VIDEO\n\n    #region Scene object reference\n\n    [SerializeField] MetadataDecoder _decoder = null;\n    [SerializeField] TextureDemuxer _demuxer = null;\n    [SerializeField] bool _asynchronous = true;\n\n    #endregion\n\n    #region MonoBehaviour implementation\n\n    FrameFeeder _feeder;\n\n    void OnDestroy()\n    {\n        _feeder?.Dispose();\n        _feeder = null;\n    }\n\n    void Update()\n    {\n        var player = GetComponent<VideoPlayer>();\n        if (player.texture == null) return;\n\n        if (_asynchronous)\n        {\n            // Async mode: Use FrameFeeder.\n            _feeder = _feeder ?? new FrameFeeder(_decoder, _demuxer);\n            _feeder.AddFrame(player.texture);\n            _feeder.Update();\n        }\n        else\n        {\n            // Sync mode: Simply decode and demux.\n            _decoder.DecodeSync(player.texture);\n            _demuxer.Demux(player.texture, _decoder.Metadata);\n            return;\n        }\n    }\n\n    #endregion\n\n#else\n\n    void OnValidate()\n      => Debug.LogError(\"UnityEngine.Video is missing.\");\n\n#endif\n}\n\n} // namespace Metavido.Decoder\n"
  },
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    "path": "Packages/jp.keijiro.metavido/Decoder/Scripts/VideoFeeder.cs.meta",
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  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Shaders/Background.shader",
    "content": "Shader \"Hidden/Metavido/Background\"\n{\n    CGINCLUDE\n\n#include \"Utils.hlsl\"\n\nsampler2D _ColorTexture;\nsampler2D _DepthTexture;\n\nfloat4 _RayParams;\nfloat4x4 _InverseView;\nfloat2 _DepthRange;\nfloat _DepthOffset;\n\nfloat4 _FillColor;\nfloat4 _DepthColor;\nfloat4 _StencilColor;\n\nvoid Vertex(uint vid : SV_VertexID,\n            out float4 outPosition : SV_Position,\n            out float2 outTexCoord : TEXCOORD0)\n{\n    float u = vid & 1;\n    float v = vid < 2 || vid == 5;\n\n    float x = u * 2 - 1;\n    float y = v * 2 - 1;\n\n    // Aspect ratio fix to 16:9\n    float gap = _ScreenParams.x * 9 / (_ScreenParams.y * 16);\n    if (gap < 1) y *= gap; else x /= gap;\n\n    outPosition = float4(x, y, 1, 1);\n    outTexCoord = float2(u, _ProjectionParams.x < 0 ? 1 - v : v);\n}\n\nvoid Fragment(float4 position : SV_Position,\n              float2 texCoord : TEXCOORD0,\n              out float4 outColor : SV_Target,\n              out float outDepth : SV_Depth)\n{\n    // Color/depth samples\n    float4 color = tex2D(_ColorTexture, texCoord);\n    float depth = tex2D(_DepthTexture, texCoord).x;\n\n    // World space position\n    float3 wpos = mtvd_DistanceToWorldPosition\n      (texCoord, depth, _RayParams, _InverseView);\n\n    // Depth range mask\n    float d_near = 1 - smoothstep(0.0, 0.1, depth - _DepthRange.x);\n    float d_far = smoothstep(-0.1, 0, depth - _DepthRange.y);\n    float d_safe = 1 - max(d_near, d_far);\n\n    // Zebra pattern\n    float zebra = frac(dot(texCoord, 20)) < 0.25;\n\n    // 3-axis grid lines\n    float3 wpc = wpos * 5;\n    wpc = min(frac(1 - wpc), frac(wpc)) / fwidth(wpc);\n    wpc = 1 - saturate(wpc * 0.5);\n    float grid = max(max(wpc.x, wpc.y), wpc.z);\n\n    // Depth overlay\n    float d_ovr = d_safe * grid;\n    d_ovr = max(d_ovr, d_near * zebra);\n    d_ovr = max(d_ovr, d_far * zebra);\n\n    // Stencil edge lines\n    float s_edge = color.a * 2 - 1;\n    s_edge = saturate(1 - 0.2 * abs(s_edge / fwidth(s_edge)));\n\n    // Blending\n    float3 rgb = color.rgb * _FillColor.rgb;\n    rgb = lerp(rgb, _DepthColor.rgb, _DepthColor.a * d_ovr);\n    rgb = lerp(rgb, _StencilColor.rgb, _StencilColor.a * s_edge);\n\n    // Output\n    outColor = float4(rgb, 1);\n    outDepth = mtvd_DistanceToDepth(depth + _DepthOffset);\n}\n\n    ENDCG\n\n    SubShader\n    {\n        Pass\n        {\n            Cull Off ZWrite On ZTest LEqual\n            CGPROGRAM\n            #pragma vertex Vertex\n            #pragma fragment Fragment\n            ENDCG\n        }\n    }\n}\n"
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    "path": "Packages/jp.keijiro.metavido/Decoder/Shaders/Background.shader.meta",
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  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Shaders/Decoder.compute",
    "content": "#pragma kernel Decoder\n\n#include \"Packages/jp.keijiro.metavido/Common/Shaders/Common.hlsl\"\n\nTexture2D<float4> Source;\nRWStructuredBuffer<float> Output;\n\n[numthreads(12, 1, 1)]\nvoid Decoder(uint id : SV_DispatchThreadID)\n{\n    uint acc = 0;\n    uint x1 = id * 8 + 3;\n    uint x2 = id * 8 + 5;\n\n    for (uint i = 0; i < 32; i++)\n    {\n        uint y = i * 8 + 4;\n        bool bit = (Source[uint2(x1, y)].b + Source[uint2(x2, y)].b) > 0.4;\n        acc |= bit << i;\n    }\n\n    Output[id] = asfloat(acc);\n}\n"
  },
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    "path": "Packages/jp.keijiro.metavido/Decoder/Shaders/Decoder.compute.meta",
    "content": "fileFormatVersion: 2\nguid: 7b1c01e18b47b4303b8abb8469ee69d3\nComputeShaderImporter:\n  externalObjects: {}\n  preprocessorOverride: 0\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Shaders/Demux.shader",
    "content": "Shader \"Hidden/Metavido/Demux\"\n{\n    Properties\n    {\n        _MainTex(\"\", 2D) = \"black\"{}\n    }\n\n    CGINCLUDE\n\n#include \"UnityCG.cginc\"\n#include \"Packages/jp.keijiro.metavido/Common/Shaders/Common.hlsl\"\n\nTexture2D _MainTex;\nuint _Margin;\nfloat2 _DepthRange;\n\nvoid VertexColor(float4 position : POSITION,\n                 float2 texCoord : TEXCOORD,\n                 out float4 outPosition : SV_Position,\n                 out float4 outTexCoord : TEXCOORD)\n{\n    outPosition = UnityObjectToClipPos(position);\n    outTexCoord = texCoord.xyxy * mtvd_FrameSize.xyxy / float4(2, 1, 2, 2);\n    outTexCoord.x += mtvd_FrameSize.x / 2;\n}\n\nfloat4 FragmentColor(float4 position : SV_Position,\n                     float4 texCoord : TEXCOORD0) : SV_Target\n{\n    float3 c = _MainTex[texCoord.xy].rgb;\n    float  s = _MainTex[texCoord.zw].r;\n    #ifndef UNITY_NO_LINEAR_COLORSPACE\n    s = LinearToGammaSpace(s);\n    #endif\n    s = saturate(lerp(-0.1, 1, s)); // Compression noise filter\n    return float4(c, s);\n}\n\nvoid VertexDepth(float4 position : POSITION,\n                 float2 texCoord : TEXCOORD,\n                 out float4 outPosition : SV_Position,\n                 out float2 outTexCoord : TEXCOORD)\n{\n    outPosition = float4(position.x * 2 - 1, 1 - position.y * 2, 1, 1);\n    outTexCoord = texCoord * mtvd_FrameSize / 2;\n    outTexCoord.y += mtvd_FrameSize.y / 2;\n}\n\nfloat4 FragmentDepth(float4 position : SV_Position,\n                     float2 texCoord : TEXCOORD) : SV_Target\n{\n    uint2 tc = texCoord;\n    tc.x = min(tc.x, mtvd_FrameSize.x / 2 - 1 - _Margin);\n    tc.y = max(tc.y, mtvd_FrameSize.y / 2 + _Margin);\n    float3 rgb = _MainTex[tc].rgb;\n    #ifndef UNITY_NO_LINEAR_COLORSPACE\n    rgb = LinearToGammaSpace(rgb);\n    #endif\n    return mtvd_DecodeDepth(rgb, _DepthRange);\n}\n\n    ENDCG\n\n    SubShader\n    {\n        Pass\n        {\n            Cull Off ZWrite Off ZTest Always\n            CGPROGRAM\n            #pragma vertex VertexColor\n            #pragma fragment FragmentColor\n            ENDCG\n        }\n        Pass\n        {\n            Cull Off ZWrite Off ZTest Always\n            CGPROGRAM\n            #pragma vertex VertexDepth\n            #pragma fragment FragmentDepth\n            ENDCG\n        }\n    }\n}\n"
  },
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    "path": "Packages/jp.keijiro.metavido/Decoder/Shaders/Demux.shader.meta",
    "content": "fileFormatVersion: 2\nguid: add5a8d52e2e749119e249f0a762eb85\nShaderImporter:\n  externalObjects: {}\n  defaultTextures: []\n  nonModifiableTextures: []\n  preprocessorOverride: 0\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Packages/jp.keijiro.metavido/Decoder/Shaders/Utils.hlsl",
    "content": "#ifndef __INCLUDE_METAVIDO_DECODER_UTILS_HLSL__\n#define __INCLUDE_METAVIDO_DECODER_UTILS_HLSL__\n\n// Linear distance to Z depth\nfloat mtvd_DistanceToDepth(float d)\n{\n    return (1 / d - _ZBufferParams.w) / _ZBufferParams.z;\n}\n\n// Inversion projection into the world space\nfloat3 mtvd_DistanceToWorldPosition\n  (float2 uv, float d, in float4 rayParams, in float4x4 inverseView)\n{\n    float3 ray = float3((uv - 0.5) * 2, 1);\n    ray.xy = (ray.xy + rayParams.xy) * rayParams.zw;\n    return mul(inverseView, float4(ray * d, 1)).xyz;\n}\n\n#endif\n"
  },
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    "path": "Packages/jp.keijiro.metavido/Decoder/Shaders/Utils.hlsl.meta",
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  },
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  },
  {
    "path": "Packages/jp.keijiro.metavido/Encoder/Scripts/FrameEncoder.cs",
    "content": "using UnityEngine;\nusing Metavido.Common;\n\nnamespace Metavido.Encoder {\n\n[AddComponentMenu(\"Metavido/Encoding/Metavido Frame Encoder\")]\npublic sealed class FrameEncoder : MonoBehaviour\n{\n    #region Public accessors\n\n    public float minDepth { get => _minDepth; set => _minDepth = value; }\n    public float maxDepth { get => _maxDepth; set => _maxDepth = value; }\n    public Texture EncodedTexture => _encoded;\n\n    #endregion\n\n    #region Editable attributes\n\n    [SerializeField] XRDataProvider _xrSource = null;\n    [SerializeField] float _minDepth = 0.025f;\n    [SerializeField] float _maxDepth = 5;\n\n    #endregion\n\n    #region Hidden asset references\n\n    [SerializeField, HideInInspector] Shader _shader = null;\n\n    #endregion\n\n    #region Private objects\n\n    Material _material;\n    RenderTexture _encoded;\n    GraphicsBuffer _metadata;\n    Metadata[] _tempArray = new Metadata[1];\n\n    #endregion\n\n    #region MonoBehaviour implementation\n\n    void Start()\n    {\n        _material = new Material(_shader);\n        _encoded = GfxUtil.RGBARenderTexture(1920, 1080);\n        _metadata = GfxUtil.StructuredBuffer(12, sizeof(float));\n        Application.onBeforeRender += OnBeforeApplicationRender;\n    }\n\n    void OnDestroy()\n    {\n        Destroy(_material);\n        Destroy(_encoded);\n        _metadata.Dispose();\n        Application.onBeforeRender -= OnBeforeApplicationRender;\n    }\n\n    #endregion\n\n    #region Application level callback\n\n    //\n    // ARPoseDriver updates the camera transform in Application.onBeforeRender,\n    // so we have to use it too.\n    //\n    // The current implementation is not perfect because it's not clear which\n    // one is called first. We know that ARPoseDriver uses OnEnable to register\n    // its event handler, so theirs might be called first...\n    //\n    // FIXME: To make the execution order clear, we should call ARPoseDriver.\n    // PerformUpdate (private) via C# reflection. That's stil a hackish way to\n    // solve the problem, though.\n    //\n\n    void OnBeforeApplicationRender()\n    {\n        var tex = _xrSource.TextureSet;\n        if (tex.y == null) return;\n\n        // Texture planes\n        _material.SetTexture(ShaderID.TextureY, tex.y);\n        _material.SetTexture(ShaderID.TextureCbCr, tex.cbcr);\n        _material.SetTexture(ShaderID.EnvironmentDepth, tex.depth);\n        _material.SetTexture(ShaderID.HumanStencil, tex.stencil);\n\n        // Aspect ratio compensation (camera vs. 16:9)\n        var aspectFix = 9.0f / 16 * tex.y.width / tex.y.height;\n        _material.SetFloat(ShaderID.AspectFix, aspectFix);\n\n        // Projection matrix\n        var proj = _xrSource.ProjectionMatrix;\n        proj[1, 1] = proj[0, 0] * 16 / 9; // Y-factor overriding (16:9)\n\n        // Depth range\n        var range = new Vector2(_minDepth, _maxDepth);\n        _material.SetVector(ShaderID.DepthRange, range);\n\n        // Metadata\n        _tempArray[0] = new Metadata(_xrSource.CameraTransform, proj, range);\n        _metadata.SetData(_tempArray);\n        _material.SetBuffer(ShaderID.Metadata, _metadata);\n\n        // Encoding and multiplexing\n        Graphics.Blit(null, _encoded, _material);\n    }\n\n    #endregion\n}\n\n} // namespace Metavido.Encoder\n"
  },
  {
    "path": "Packages/jp.keijiro.metavido/Encoder/Scripts/FrameEncoder.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7a783d6cd443845f480e68d807a6ebc5\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences:\n  - _camera: {instanceID: 0}\n  - _cameraManager: {instanceID: 0}\n  - _occlusionManager: {instanceID: 0}\n  - _mainView: {instanceID: 0}\n  - _shader: {fileID: 4800000, guid: 948b9b391aa114ce1be11a827d6a6d13, type: 3}\n  executionOrder: 0\n  icon: {fileID: 2800000, guid: fc20f2977db4c49a288952492adcfed9, type: 3}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Packages/jp.keijiro.metavido/Encoder/Scripts/InternalUtils.cs",
    "content": "using UnityEngine;\nusing Metavido.Common;\n\nnamespace Metavido.Encoder {\n\nstatic class GfxUtil\n{\n    public static RenderTexture RGBARenderTexture(int width, int height)\n      => new RenderTexture(width, height, 0)\n           { wrapMode = TextureWrapMode.Clamp };\n\n    public static RenderTexture RHalfRenderTexture(int width, int height)\n      => new RenderTexture(width, height, 0, RenderTextureFormat.RHalf)\n           { wrapMode = TextureWrapMode.Clamp };\n\n    public static GraphicsBuffer StructuredBuffer(int count, int stride)\n      => new GraphicsBuffer(GraphicsBuffer.Target.Structured, count, stride);\n}\n\n} // namespace Metavido.Decoder\n"
  },
  {
    "path": "Packages/jp.keijiro.metavido/Encoder/Scripts/InternalUtils.cs.meta",
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  },
  {
    "path": "Packages/jp.keijiro.metavido/Encoder/Scripts/Metavido.Encoder.asmdef",
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  },
  {
    "path": "Packages/jp.keijiro.metavido/Encoder/Scripts/Metavido.Encoder.asmdef.meta",
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  },
  {
    "path": "Packages/jp.keijiro.metavido/Encoder/Scripts/XRDataProvider.cs",
    "content": "using UnityEngine;\nusing Metavido.Common;\n\n#if METAVIDO_HAS_ARFOUNDATION\nusing UnityEngine.XR.ARFoundation;\n#endif\n\nnamespace Metavido.Encoder {\n\n[AddComponentMenu(\"Metavido/Encoding/Metavido XR Data Provider\")]\npublic sealed class XRDataProvider : MonoBehaviour\n{\n#if METAVIDO_HAS_ARFOUNDATION\n\n    #region Scene object references\n\n    [SerializeField] ARCameraManager _cameraManager = null;\n    [SerializeField] AROcclusionManager _occlusionManager = null;\n\n    #endregion\n\n    #region Public methods\n\n    public Matrix4x4 ProjectionMatrix { get; private set; }\n\n    public Transform CameraTransform => _cameraManager.transform;\n\n    public (Texture y, Texture cbcr, Texture depth, Texture stencil)\n      TextureSet => _textures;\n\n    #endregion\n\n    #region Private data\n\n    (Texture y, Texture cbcr, Texture depth, Texture stencil) _textures;\n\n    #endregion\n\n    #region AR foundation callbacks\n\n    void OnCameraFrameReceived(ARCameraFrameEventArgs args)\n    {\n        // No operation for no texture\n        if (args.textures.Count == 0) return;\n\n        // Y/CbCr textures\n        for (var i = 0; i < args.textures.Count; i++)\n        {\n            var id = args.propertyNameIds[i];\n            var tex = args.textures[i];\n            if (id == ShaderID.TextureY)\n                _textures.y = tex;\n            else if (id == ShaderID.TextureCbCr)\n                _textures.cbcr = tex;\n        }\n\n        // Projection matrix\n        if (args.projectionMatrix.HasValue)\n            ProjectionMatrix = args.projectionMatrix.Value;\n    }\n\n    void OnOcclusionFrameReceived(AROcclusionFrameEventArgs args)\n    {\n        // Stencil/depth textures\n        for (var i = 0; i < args.textures.Count; i++)\n        {\n            var id = args.propertyNameIds[i];\n            var tex = args.textures[i];\n            if (id == ShaderID.EnvironmentDepth)\n                _textures.depth = tex;\n            else if (id == ShaderID.HumanStencil)\n                _textures.stencil = tex;\n        }\n    }\n\n    #endregion\n\n    #region MonoBehaviour implementation\n\n    void OnEnable()\n    {\n        // Camera callback setup\n        _cameraManager.frameReceived += OnCameraFrameReceived;\n        _occlusionManager.frameReceived += OnOcclusionFrameReceived;\n    }\n\n    void OnDisable()\n    {\n        // Camera callback termination\n        _cameraManager.frameReceived -= OnCameraFrameReceived;\n        _occlusionManager.frameReceived -= OnOcclusionFrameReceived;\n    }\n\n    #endregion\n\n#else\n\n    public Matrix4x4 ProjectionMatrix { get; }\n    public Transform CameraTransform => null;\n    public (Texture y, Texture cbcr, Texture depth, Texture stencil)\n      TextureSet { get; }\n\n#endif\n}\n\n} // namespace Metavido.Encoder\n"
  },
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  },
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  },
  {
    "path": "Packages/jp.keijiro.metavido/Encoder/Shaders/Encoder.shader",
    "content": "Shader \"Hidden/Metavido/Encoder\"\n{\n    Properties\n    {\n        _textureY(\"\", 2D) = \"black\" {}\n        _textureCbCr(\"\", 2D) = \"black\" {}\n        _HumanStencil(\"\", 2D) = \"black\" {}\n        _EnvironmentDepth(\"\", 2D) = \"black\" {}\n    }\n\n    CGINCLUDE\n\n#include \"UnityCG.cginc\"\n#include \"Packages/jp.keijiro.metavido/Common/Shaders/Common.hlsl\"\n\n// Uniforms from AR Foundation\nsampler2D _textureY;\nsampler2D _textureCbCr;\nsampler2D _HumanStencil;\nsampler2D _EnvironmentDepth;\n\n// Additional camera parameters\nfloat2 _DepthRange;\nfloat _AspectFix;\n\n// Metadata\nStructuredBuffer<float> _Metadata;\n\nbool EncodeMetadata(float2 uv)\n{\n    uint2 tc = uv * mtvd_FrameSize + 0.5 / mtvd_FrameSize;\n    tc /= 8;\n    bool bit = (asint(_Metadata[min(tc.x, 12)]) >> tc.y) & 1;\n    return bit && (tc.x < 12) && (tc.y < 32);\n}\n\n// Aspect ratio compensation & vertical flip\nfloat2 UVFix(float2 uv)\n{\n    uv.y = (0.5 - uv.y) * _AspectFix + 0.5;\n    return uv;\n}\n\n// Vertex shader\nvoid Vertex(float4 position : POSITION,\n            float2 texCoord : TEXCOORD,\n            out float4 outPosition : SV_Position,\n            out float2 outTexCoord : TEXCOORD)\n{\n    outPosition = UnityObjectToClipPos(position);\n    outTexCoord = texCoord;\n}\n\n// Fragment shader\nfloat4 Fragment(float4 position : SV_Position,\n                float2 texCoord : TEXCOORD) : SV_Target\n{\n    // Metadata\n    float m = EncodeMetadata(texCoord);\n\n    // Color\n    float2 uv_c = UVFix(mtvd_UV_FullToColor(texCoord));\n    float y = tex2D(_textureY, uv_c).x;\n    float2 cbcr = tex2D(_textureCbCr, uv_c).xy;\n    float3 c = mtvd_YCbCrToSRGB(y, cbcr);\n\n    // Hue-encoded depth\n    float depth = tex2D(_EnvironmentDepth, UVFix(mtvd_UV_FullToDepth(texCoord))).x;\n    float3 z = mtvd_EncodeDepth(depth, _DepthRange);\n\n    // Human stencil\n    float s = tex2D(_HumanStencil, UVFix(mtvd_UV_FullToStencil(texCoord))).x;\n\n    // Multiplexing\n    float3 rgb = mtvd_Mux(texCoord, m, c, z, s);\n\n    // Linear color support\n    #ifndef UNITY_NO_LINEAR_COLORSPACE\n    rgb = GammaToLinearSpace(rgb);\n    #endif\n\n    // Output\n    return float4(rgb, 1);\n}\n\n    ENDCG\n\n    SubShader\n    {\n        Pass\n        {\n            Cull Off ZTest Always ZWrite Off\n            CGPROGRAM\n            #pragma vertex Vertex\n            #pragma fragment Fragment\n            ENDCG\n        }\n    }\n}\n"
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    "content": "This is free and unencumbered software released into the public domain.\n\nAnyone is free to copy, modify, publish, use, compile, sell, or\ndistribute this software, either in source code form or as a compiled\nbinary, for any purpose, commercial or non-commercial, and by any\nmeans.\n\nIn jurisdictions that recognize copyright laws, the author or authors\nof this software dedicate any and all copyright interest in the\nsoftware to the public domain. We make this dedication for the benefit\nof the public at large and to the detriment of our heirs and\nsuccessors. We intend this dedication to be an overt act of\nrelinquishment in perpetuity of all present and future rights to this\nsoftware under copyright law.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\nEXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\nMERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\nIN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR\nOTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,\nARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR\nOTHER DEALINGS IN THE SOFTWARE.\n\nFor more information, please refer to <https://unlicense.org>\n"
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    "path": "Packages/jp.keijiro.metavido/README.md",
    "content": "Metavido - Metadata Embedding Video Subformat\n==============================================\n\n![gif](https://user-images.githubusercontent.com/343936/142789278-4ede7318-e789-4d32-ad99-06ff90e91b20.gif)\n![gif](https://user-images.githubusercontent.com/343936/142789286-f7ba3b96-c176-4687-aa58-170f2e166855.gif)\n\n**Metavido** (formerly known as *Bibcam*) is a video subformat that embeds\ncamera metadata directly into video frames using a burnt-in-barcode technique.\nIt also integrates non-color planes, such as depth information and human\nstencil, into the frame through a squeezing method.\n\n![Planes](https://user-images.githubusercontent.com/343936/142789292-9bba9330-0fa0-49f8-b270-9bcefe326278.png)\n\nMetavido enables recording, editing, and playback of AR-ready video clips\nwithout the need to worry about desynchronization with external tracking data.\n\nSystem Requirements\n-------------------\n\n- Unity 6\n- A LiDAR-enabled iOS device for recording\n\nHow to Try\n----------\n\nTo try Metavido, start by building and running the `Encoder` scene on a\nLiDAR-enabled iOS device. Once the application is running, press the “Record”\nbutton to capture Metavido clips, which will be automatically saved to your\ncamera roll.\n\nTo play back the recorded clips, copy the clips into your project directory\n(the directory that contains `Assets`, `Packages`, etc.), and rename the file\nto `Test.mp4`. You can then use the `Decoder` scene to play back the clip.\n\nTips\n----\n\n- The encoder application caps the frame rate at 30fps to minimize energy\n  consumption and prevent thermal throttling. You can adjust this setting in\n  the application settings (Settings -> Metavido -> “Cap Frame Rate”).\n"
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    "content": "{\n    \"author\": \"Keijiro Takahashi\",\n    \"dependencies\": { },\n    \"description\": \"Metadata Multiplexing Video Format\",\n    \"displayName\": \"Metavido\",\n    \"keywords\": [ \"unity\" ],\n    \"license\": \"Unlicense\",\n    \"name\": \"jp.keijiro.metavido\",\n    \"unity\": \"6000.0\",\n    \"unityRelease\": \"0f1\",\n    \"version\": \"5.1.1\"\n}\n"
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    "content": "Metavido - Metadata Embedding Video Subformat\n==============================================\n\n![gif](https://user-images.githubusercontent.com/343936/142789278-4ede7318-e789-4d32-ad99-06ff90e91b20.gif)\n![gif](https://user-images.githubusercontent.com/343936/142789286-f7ba3b96-c176-4687-aa58-170f2e166855.gif)\n\n**Metavido** (formerly known as *Bibcam*) is a video subformat that embeds\ncamera metadata directly into video frames using a burnt-in-barcode technique.\nIt also integrates non-color planes, such as depth information and human\nstencil, into the frame through a squeezing method.\n\n![Planes](https://user-images.githubusercontent.com/343936/142789292-9bba9330-0fa0-49f8-b270-9bcefe326278.png)\n\nMetavido enables recording, editing, and playback of AR-ready video clips\nwithout the need to worry about desynchronization with external tracking data.\n\nSystem Requirements\n-------------------\n\n- Unity 6\n- A LiDAR-enabled iOS device for recording\n\nHow to Try\n----------\n\nTo try Metavido, start by building and running the `Encoder` scene on a\nLiDAR-enabled iOS device. Once the application is running, press the “Record”\nbutton to capture Metavido clips, which will be automatically saved to your\ncamera roll.\n\nTo play back the recorded clip, use the `Decoder` scene. In the `Source` game\nobject, update the source property of the Video Player component to point to\nyour recorded clip.\n\nTips\n----\n\n- The encoder application caps the frame rate at 30fps to minimize energy\n  consumption and prevent thermal throttling. You can adjust this setting in\n  the application settings (Settings -> Metavido -> “Cap Frame Rate”).\n"
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