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