78 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			78 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| Shader "VR/TunnelingVignette"
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| {
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|     Properties
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|     {
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|         _ApertureSize("Aperture Size", Range(0, 1)) = 0.7
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|         _FeatheringEffect("Feathering Effect", Range(0, 1)) = 0.2
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|         _VignetteColor("Vignette Color", Color) = (0, 0, 0, 1)
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|         _VignetteColorBlend("Vignette Color Blend", Color) = (0, 0, 0, 1)
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|     }
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|         SubShader
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|     {
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|         Tags { "Queue" = "Transparent+5" "IgnoreProjector" = "True" "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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|             Blend SrcAlpha OneMinusSrcAlpha
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|             ZTest Always
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|             ZWrite Off
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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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|                 UNITY_VERTEX_INPUT_INSTANCE_ID
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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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|                 UNITY_VERTEX_OUTPUT_STEREO
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|             };
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| 
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|             float4 _VignetteColor;
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|             float4 _VignetteColorBlend;
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|             float _ApertureSize;
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|             float _FeatheringEffect;
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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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| 
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|                 UNITY_SETUP_INSTANCE_ID(v);
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|                 UNITY_INITIALIZE_OUTPUT(v2f, o);
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|                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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| 
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|                 o.vertex = UnityObjectToClipPos(v.vertex);
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|                 o.uv = v.uv;
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|                 return o;
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|             }
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| 
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|             UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
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| 
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|             fixed4 frag(v2f i) : SV_Target
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|             {
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|                 UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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| 
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|                 float uvY = i.uv.y;
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|                 float alphaMin = (0.5 - sqrt(0.25 - ((_ApertureSize * _ApertureSize) * 0.25)));
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|                 float alpha = saturate(((uvY - alphaMin) / (_FeatheringEffect * _FeatheringEffect + 0.0001)));
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|                 fixed4 color = lerp(_VignetteColor, _VignetteColorBlend, uvY * 2);
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|                 color.w *= alpha;
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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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| } |