deltavr multiplayer 2.0
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73
Assets/_PROJECT/Components/Portals/PortalShader.shader
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73
Assets/_PROJECT/Components/Portals/PortalShader.shader
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Shader "XR/PortalShader"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Texture", 2D) = "white" {}
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_TexL("LeftEyeTexture", 2D) = "white" {}
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_TexR("RightEyeTexture", 2D) = "white" {}
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Transparent" }
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Pass
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{
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Name "Mask"
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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sampler2D _TexL;
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sampler2D _TexR;
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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 position : SV_POSITION;
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float4 screenPosition : TEXCOORD0;
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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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v2f vert(appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.position = UnityObjectToClipPos(v.vertex);
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o.screenPosition = ComputeScreenPos(o.position);
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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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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float2 textureCoordinate = i.screenPosition.xy / i.screenPosition.w;
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return unity_StereoEyeIndex == 0 ?
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tex2D(_TexL, textureCoordinate) :
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tex2D(_TexR, textureCoordinate);
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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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