Heroes_of_Hiis/Assets/Oculus/Interaction/Runtime/Shaders/RoundedBoxUnlit.shader

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2022-03-07 15:52:41 +00:00
/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
Shader "Interaction/RoundedBoxUnlit"
{
Properties {
_Color("Color", Color) = (0, 0, 0, 1)
_BorderColor("BorderColor", Color) = (0, 0, 0, 1)
// width, height, border radius, unused
_Dimensions("Dimensions", Vector) = (0, 0, 0, 0)
// radius corners
_Radii("Radii", Vector) = (0, 0, 0, 0)
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Transparent"}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "../ThirdParty/Box2DSignedDistance.cginc"
struct appdata
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
fixed4 borderColor : TEXCOORD1;
fixed4 dimensions : TEXCOORD2;
fixed4 radii : TEXCOORD3;
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _BorderColor)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Dimensions)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Radii)
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.radii = UNITY_ACCESS_INSTANCED_PROP(Props, _Radii);
o.dimensions = UNITY_ACCESS_INSTANCED_PROP(Props, _Dimensions);
o.borderColor = UNITY_ACCESS_INSTANCED_PROP(Props, _BorderColor);
o.color = UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = (v.uv-float2(.5f,.5f))*2.0f*o.dimensions.xy;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float sdResult = sdRoundBox(i.uv, i.dimensions.xy - i.dimensions.ww * 2.0f, i.radii);
clip(i.dimensions.w * 2.0f - sdResult);
if (-i.dimensions.z * 2.0f - sdResult < 0.0f)
{
return i.borderColor;
}
return i.color;
}
ENDCG
}
}
}