123 lines
3.3 KiB
Plaintext
123 lines
3.3 KiB
Plaintext
|
/************************************************************************************
|
||
|
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 "Oculus/Interaction/UIStyle"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
_Color("Color", Color) = (1,1,1,1)
|
||
|
|
||
|
[HideInInspector] _texcoord("", 2D) = "white" {}
|
||
|
}
|
||
|
|
||
|
SubShader
|
||
|
{
|
||
|
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" }
|
||
|
LOD 100
|
||
|
|
||
|
CGINCLUDE
|
||
|
#pragma target 3.0
|
||
|
ENDCG
|
||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||
|
AlphaToMask Off
|
||
|
Cull Back
|
||
|
ColorMask RGBA
|
||
|
ZWrite Off
|
||
|
ZTest LEqual
|
||
|
Offset 0 , 0
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
Name "Base"
|
||
|
Tags { "LightMode" = "ForwardBase" }
|
||
|
CGPROGRAM
|
||
|
|
||
|
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||
|
//only defining to not throw compilation error over Unity 5.5
|
||
|
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||
|
#endif
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#pragma multi_compile_instancing
|
||
|
|
||
|
#include "UnityCG.cginc"
|
||
|
#include "UnityShaderVariables.cginc"
|
||
|
|
||
|
struct vertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
half4 vertexColor : COLOR;
|
||
|
half3 normal : NORMAL;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct vertexOutput
|
||
|
{
|
||
|
float4 vertex : SV_POSITION;
|
||
|
float3 worldPos : TEXCOORD0;
|
||
|
half3 normal : TEXCOORD2;
|
||
|
half4 vertexColor : COLOR;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
uniform half4 _Color;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
vertexOutput vert(vertexInput v)
|
||
|
{
|
||
|
vertexOutput o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.normal = UnityObjectToWorldNormal(v.normal);
|
||
|
half pulse = sin(_Time.z) * 0.5 + 0.5;
|
||
|
float4 vertexPos = UnityObjectToClipPos(v.vertex);
|
||
|
vertexPos.xyz = vertexPos + ((0.002 * pulse) * o.normal * v.vertexColor.a);
|
||
|
o.vertex = vertexPos;
|
||
|
o.vertexColor = v.vertexColor;
|
||
|
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
fixed4 frag(vertexOutput i) : SV_Target
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(i);
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||
|
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
|
||
|
half3 worldNormal = i.normal;
|
||
|
half fresnel = saturate(dot(worldViewDir, worldNormal));
|
||
|
fresnel = saturate(pow(fresnel + .1, 3) * 2);
|
||
|
|
||
|
half opacity = fresnel * i.vertexColor.a;
|
||
|
|
||
|
half4 debug = half4(i.vertexColor.a, i.vertexColor.a, i.vertexColor.a, 1.0);
|
||
|
|
||
|
half4 finalColor = _Color * i.vertexColor;
|
||
|
return half4(finalColor.rgb, opacity);
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
}
|