2023-05-08 15:56:10 +03:00

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