110 lines
3.1 KiB
Plaintext
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
|
|
}
|
|
}
|
|
}
|