deltavr multiplayer 2.0
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/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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Shader "MeshBlit/MeshBlitStamp"
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{
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Properties
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{
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[NoScaleOffset] _Stamp("Stamp", 2D) = "black" {}
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_StampMultipler("Stamp Multipler", Float) = 1
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[Enum(UV0,0,UV1,1)] _UV("UV Set", Float) = 1
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[HideInInspector]_MainTex("Texture", 2D) = "black" {}
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[HideInInspector]_Subtract("Subtract", float) = 0
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}
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float4 normal : NORMAL;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 stampUV : TEXCOORD1;
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float3 normalWS : TEXCOORD4;
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float4 vertex : SV_POSITION;
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};
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float4x4 _StampMatrix;
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sampler2D _MainTex;
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sampler2D _Stamp;
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half _StampMultipler;
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float _Subtract;
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half _UV;
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v2f vert(appdata v)
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{
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v2f o;
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float2 uv = (_UV == 0) ? v.uv0 : v.uv1;
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o.uv = uv;
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#if SHADER_API_D3D11
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uv.y = 1 - uv.y;
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#endif
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o.vertex = float4(uv * 2 - 1, 0.5, 1);
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float4 positionWS = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1));
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o.stampUV = mul(_StampMatrix, positionWS);
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o.normalWS = normalize(UnityObjectToWorldNormal(v.normal)); //TODO dont include the stamp on backfaces
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return o;
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}
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half4 frag(v2f i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.uv);
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col = max(0, col - _Subtract);
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float2 stampUV = saturate((i.stampUV.xy / i.stampUV.w) * 0.5 + 0.5);
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half4 stamp = tex2D(_Stamp, stampUV);
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col += stamp * _StampMultipler;
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col = saturate(col);
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return col;
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}
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ENDCG
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}
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}
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}
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