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