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103
Assets/Oculus/Interaction/Runtime/Shaders/RoundedBoxUnlit.shader
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103
Assets/Oculus/Interaction/Runtime/Shaders/RoundedBoxUnlit.shader
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/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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Shader "Interaction/RoundedBoxUnlit"
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{
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Properties {
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_Color("Color", Color) = (0, 0, 0, 1)
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_BorderColor("BorderColor", Color) = (0, 0, 0, 1)
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// width, height, border radius, unused
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_Dimensions("Dimensions", Vector) = (0, 0, 0, 0)
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// radius corners
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_Radii("Radii", Vector) = (0, 0, 0, 0)
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "RenderType"="Transparent"}
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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LOD 100
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Pass
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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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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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#include "../ThirdParty/Box2DSignedDistance.cginc"
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struct appdata
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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UNITY_VERTEX_OUTPUT_STEREO
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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fixed4 color : COLOR;
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fixed4 borderColor : TEXCOORD1;
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fixed4 dimensions : TEXCOORD2;
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fixed4 radii : TEXCOORD3;
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};
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _BorderColor)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _Dimensions)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _Radii)
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UNITY_INSTANCING_BUFFER_END(Props)
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v2f vert (appdata v)
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{
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v2f o;
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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.radii = UNITY_ACCESS_INSTANCED_PROP(Props, _Radii);
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o.dimensions = UNITY_ACCESS_INSTANCED_PROP(Props, _Dimensions);
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o.borderColor = UNITY_ACCESS_INSTANCED_PROP(Props, _BorderColor);
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o.color = UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = (v.uv-float2(.5f,.5f))*2.0f*o.dimensions.xy;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float sdResult = sdRoundBox(i.uv, i.dimensions.xy - i.dimensions.ww * 2.0f, i.radii);
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clip(i.dimensions.w * 2.0f - sdResult);
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if (-i.dimensions.z * 2.0f - sdResult < 0.0f)
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{
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return i.borderColor;
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}
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return i.color;
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}
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ENDCG
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}
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}
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}
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