70 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			70 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| Shader "MixedReality/SelectivePassthrough"
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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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| 		_Inflation("Inflation", float) = 0
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| 		_InvertedAlpha("Inverted Alpha", float) = 1
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| 
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|         [Header(DepthTest)]
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|         [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual"
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|         [Enum(UnityEngine.Rendering.BlendOp)] _BlendOpColor("Blend Color", Float) = 2 //"ReverseSubtract"
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|         [Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlpha("Blend Alpha", Float) = 3 //"Min"
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|     }
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|     SubShader
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|     {
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|         Tags { "RenderType"="Transparent" }
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|         LOD 100
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| 
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|         Pass
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|         {
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| 		    ZWrite Off
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| 			ZTest[_ZTest]
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| 			BlendOp[_BlendOpColor], [_BlendOpAlpha]
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|             Blend Zero One, One One
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| 
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|             CGPROGRAM
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| // Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members center)
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| //#pragma exclude_renderers d3d11
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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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| 				float3 normal : NORMAL;
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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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|             float _Inflation;
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|             float _InvertedAlpha;
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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 + v.normal * _Inflation);
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|                 float4 origin = mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0));
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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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|                 fixed4 col = tex2D(_MainTex, i.uv);
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|               float alpha = lerp(col.r, 1 - col.r, _InvertedAlpha);
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|                 return float4(0, 0, 0, alpha);
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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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