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122
Assets/Oculus/Interaction/Samples/Shaders/UIStyleShader.shader
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122
Assets/Oculus/Interaction/Samples/Shaders/UIStyleShader.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 "Oculus/Interaction/UIStyle"
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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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[HideInInspector] _texcoord("", 2D) = "white" {}
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}
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SubShader
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{
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" }
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LOD 100
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CGINCLUDE
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#pragma target 3.0
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ENDCG
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Blend SrcAlpha OneMinusSrcAlpha
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AlphaToMask Off
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Cull Back
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ColorMask RGBA
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ZWrite Off
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ZTest LEqual
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Offset 0 , 0
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Pass
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{
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Name "Base"
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Tags { "LightMode" = "ForwardBase" }
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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//only defining to not throw compilation error over Unity 5.5
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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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 "UnityShaderVariables.cginc"
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struct vertexInput
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{
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float4 vertex : POSITION;
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half4 vertexColor : COLOR;
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half3 normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct vertexOutput
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{
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float4 vertex : SV_POSITION;
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float3 worldPos : TEXCOORD0;
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half3 normal : TEXCOORD2;
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half4 vertexColor : COLOR;
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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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uniform half4 _Color;
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vertexOutput vert(vertexInput v)
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{
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vertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.normal = UnityObjectToWorldNormal(v.normal);
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half pulse = sin(_Time.z) * 0.5 + 0.5;
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float4 vertexPos = UnityObjectToClipPos(v.vertex);
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vertexPos.xyz = vertexPos + ((0.002 * pulse) * o.normal * v.vertexColor.a);
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o.vertex = vertexPos;
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o.vertexColor = v.vertexColor;
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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return o;
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}
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fixed4 frag(vertexOutput i) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
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half3 worldNormal = i.normal;
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half fresnel = saturate(dot(worldViewDir, worldNormal));
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fresnel = saturate(pow(fresnel + .1, 3) * 2);
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half opacity = fresnel * i.vertexColor.a;
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half4 debug = half4(i.vertexColor.a, i.vertexColor.a, i.vertexColor.a, 1.0);
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half4 finalColor = _Color * i.vertexColor;
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return half4(finalColor.rgb, opacity);
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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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