deltavr multiplayer 2.0
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// Oculus VR, LLC Proprietary and Confidential.
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// clang-format off
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Shader "MixedReality/GlowEffect"
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{
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Properties
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{
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_GlowColor ("Glow Color", Color) = (1.0, 1.0, 1.0)
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_Pow ("Pow", Range (0.2,10)) = 2
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_Intensity ("Intensity", Range (0,10)) = 1
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}
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SubShader {
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Tags {"Queue" = "Transparent"}
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Pass {
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ZWrite Off
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BlendOp RevSub
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Blend Zero One, One OneMinusSrcAlpha
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Cull Front
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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struct vertexInput {
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float4 vertex : POSITION;
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float3 normal: NORMAL;
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float4 texcoord : TEXCOORD0;
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float4 vertCol : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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half3 worldNormal : TEXCOORD3;
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float3 viewDir: TEXCOORD2;
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half4 localPos : TEXCOORD4;
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float4 color : TEXCOORD1;
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float eye : EYE;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 _GlowColor;
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float _Pow;
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float _Intensity;
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float4x4 _TrackingSpaceTransform;
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v2f vert(vertexInput v) {
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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o.viewDir = WorldSpaceViewDir(v.vertex);
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o.localPos = v.vertex;
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o.uv = v.texcoord;
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o.color = v.vertCol;
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return o;
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}
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float4 frag(v2f i) : SV_Target {
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float fresnelNdot = (dot (normalize (i.viewDir), normalize (-i.worldNormal)));
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fresnelNdot = pow(fresnelNdot,_Pow);
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float4 color = _GlowColor;
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color.rgb += _GlowColor.rgb * fresnelNdot * _Intensity;
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color.rgb = 0;
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color.a *= fresnelNdot;
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return color;
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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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