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