73 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| Shader "XR/PortalShader"
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| {
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|     Properties
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|     {
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|         _Color ("Color", Color) = (1,1,1,1)
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|         _MainTex ("Texture", 2D) = "white" {}
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|         _TexL("LeftEyeTexture", 2D) = "white" {}
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|         _TexR("RightEyeTexture", 2D) = "white" {}
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|     }
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| 
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|     SubShader
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|     {
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|         Tags{ "RenderType" = "Opaque" "Queue" = "Transparent" }
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| 
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|         Pass
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|         {
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|             Name "Mask"
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| 
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|             CGPROGRAM
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|             #include "UnityCG.cginc"
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|             #pragma vertex vert
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|             #pragma fragment frag
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|             #pragma target 3.0
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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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|             sampler2D   _TexL;
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|             sampler2D   _TexR;
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| 
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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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| 
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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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|                 float4 position : SV_POSITION;
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|                 float4 screenPosition : TEXCOORD0;
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| 
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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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|             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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|                 o.position = UnityObjectToClipPos(v.vertex);
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|                 o.screenPosition = ComputeScreenPos(o.position);
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|  
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|                 return o;
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|             }
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| 
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|             half4 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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|                 float2 textureCoordinate = i.screenPosition.xy / i.screenPosition.w;
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|                 return unity_StereoEyeIndex == 0 ?
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|                     tex2D(_TexL, textureCoordinate) :
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|                     tex2D(_TexR, textureCoordinate);
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|             }
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|             ENDCG
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|         }
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|     }
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| } |