DeltaVR/Assets/Oculus/VR/Shaders/OVRVirtualKeyboard/VirtualKeyboardCursor.shader
2023-05-08 15:56:10 +03:00

110 lines
3.1 KiB
Plaintext

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
}
}
}