92 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
| /************************************************************************************
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| Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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| 
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| Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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| https://developer.oculus.com/licenses/oculussdk/
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| 
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| Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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| under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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| ANY KIND, either express or implied. See the License for the specific language governing
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| permissions and limitations under the License.
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| ************************************************************************************/
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| 
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| #pragma vertex baseVertex
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| #pragma fragment baseFragment
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| #pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight
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| 
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| #pragma prefer_hlslcc gles
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| #pragma exclude_renderers d3d11_9x
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| #pragma target 2.0
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| 
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| //
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| 
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| struct VertexInput
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| {
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|     float4 vertex : POSITION;
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|     half3 normal : NORMAL;
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|     half4 vertexColor : COLOR;
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|     float4 texcoord : TEXCOORD0;
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|     UNITY_VERTEX_INPUT_INSTANCE_ID
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| };
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| 
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| struct VertexOutput
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| {
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|     float4 vertex : SV_POSITION;
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|     float3 worldPos : TEXCOORD1;
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|     float3 worldNormal : TEXCOORD2;
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|     half4 glowColor : COLOR;
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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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| UNITY_INSTANCING_BUFFER_START(Props)
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|     UNITY_DEFINE_INSTANCED_PROP(half4, glowColor)
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| UNITY_INSTANCING_BUFFER_END(Props)
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| 
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| VertexOutput baseVertex(VertexInput v)
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| {
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|     VertexOutput o;
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|     UNITY_SETUP_INSTANCE_ID(v);
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|     UNITY_INITIALIZE_OUTPUT(VertexOutput, o);
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|     UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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|     UNITY_TRANSFER_INSTANCE_ID(v, o);
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| 
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|     o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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|     o.worldNormal = UnityObjectToWorldNormal(v.normal);
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|     o.vertex = UnityObjectToClipPos(v.vertex);
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| 
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|     half4 maskPixelColor = tex2Dlod(_FingerGlowMask, v.texcoord);
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|     int glowMaskR = maskPixelColor.r * 255;
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| 
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|     int thumbMask = (glowMaskR >> 3) & 0x1;
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|     int indexMask = (glowMaskR >> 4) & 0x1;
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|     int middleMask = (glowMaskR >> 5) & 0x1;
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|     int ringMask = (glowMaskR >> 6) & 0x1;
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|     int pinkyMask = (glowMaskR >> 7) & 0x1;
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| 
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|     half glowIntensity = saturate(
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|         maskPixelColor.g *
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|         (thumbMask * _ThumbGlowValue
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|             + indexMask * _IndexGlowValue
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|             + middleMask * _MiddleGlowValue
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|             + ringMask * _RingGlowValue
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|             + pinkyMask * _PinkyGlowValue));
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| 
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|     half4 glow = glowIntensity * _FingerGlowColor;
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|     o.glowColor.rgb = glow.rgb;
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|     o.glowColor.a = saturate(maskPixelColor.a + _WristFade) * _Opacity;
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|     return o;
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| }
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| 
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| half4 baseFragment(VertexOutput i) : SV_Target
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| {
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|     float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
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| 
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|     float fresnelNdot = dot(i.worldNormal, worldViewDir);
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|     float fresnel = 1.0 * pow(1.0 - fresnelNdot, _FresnelPower);
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|     float4 color = lerp(_ColorTop, _ColorBottom, fresnel);
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|     half3 glowColor = saturate(color + i.glowColor.rgb);
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|     
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|     return half4(glowColor, i.glowColor.a);
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| }
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