Shader "Oculus/VirtualKeyboard/VirtualKeyboardCursor" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Cursor Color", Color) = (0.1921568, 0.4862745, 0.9490196, 1) _InnerRadius ("Inner Radius", Range(0, 1)) = 0.4 _OuterRadius ("Outer Radius", Range(0, 1)) = 0.7 _fadeOff ("Fade Off", Range(0, 1)) = 0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" } Cull Off ZWrite On Blend SrcAlpha OneMinusSrcAlpha AlphaTest Greater 0 Blend SrcAlpha OneMinusSrcAlpha // Traditional transparency Pass { AlphaTest Greater 0.5 CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; float _InnerRadius; float _OuterRadius; float _fadeOff; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { const float4 transparentColor = float4(_Color.x, _Color.y, _Color.z, 0); const float edgeSmoothDistance = 0.005f; const fixed2 pixelPoint = fixed2(i.uv.x, i.uv.y); const float xDist = pow(pixelPoint.x - 0.5, 2); const float yDist = pow(pixelPoint.y - 0.5, 2); const float dist = sqrt(xDist + yDist) / 0.5; // Hard transparency if (dist < _InnerRadius) { return transparentColor; } if (dist > _OuterRadius) { return transparentColor; } float weight = 0; // handle fade if (_fadeOff > 0) { weight = (dist) / (1 - (1 - _OuterRadius)); // apply fade scale weight = clamp(weight - (1 - _fadeOff), 0, 1); } // edge smoothing if (_InnerRadius > edgeSmoothDistance && dist - _InnerRadius < edgeSmoothDistance) { weight = lerp(weight, 1, 1 - ((dist - _InnerRadius) / edgeSmoothDistance)); } else if (dist >= _OuterRadius - edgeSmoothDistance && dist < _OuterRadius) { weight = lerp(1, weight, ((_OuterRadius - dist) / edgeSmoothDistance)); } // Color fixed4 col = lerp(_Color, transparentColor, weight); return col; } ENDCG } } }