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129
Assets/Oculus/Interaction/Samples/Shaders/room.shader
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129
Assets/Oculus/Interaction/Samples/Shaders/room.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/Room"
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{
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Properties
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{
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_MainTex("MainTex", 2D) = "white" {}
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_DetailTex("Detail Texture", 2D) = "white" {}
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_DetailTexIntensity("Detail Texture Intensity", Range(0, 1)) = 1
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_ColorLight("Light Color", Color) = (0,0,0,0)
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_ColorDark("Dark Color", Color) = (0, 0, 0, 0)
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_DitherStrength("Dither Strength", int) = 16
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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" = "Opaque" "Queue" = "Geometry+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 Off
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AlphaToMask Off
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Cull Back
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ColorMask RGBA
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ZWrite On
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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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half2 texcoord : TEXCOORD0;
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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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half2 texcoord : TEXCOORD1;
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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 sampler2D _MainTex;
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uniform half4 _MainTex_ST;
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uniform sampler2D _DetailTex;
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uniform half _DetailTexIntensity;
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uniform half4 _DetailTex_ST;
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uniform half4 _ColorLight;
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uniform half4 _ColorDark;
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half _DitherStrength;
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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.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = v.texcoord;
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return o;
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}
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inline half DitherAnimatedNoise(half2 screenPos) {
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half noise = frac(
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dot(uint3(screenPos, floor(fmod(_Time.y * 10, 4))), uint3(2, 7, 23) / 17.0f));
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noise -= 0.5; // remap from [0..1[ to [-0.5..0.5[
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half noiseScaled = (noise / _DitherStrength);
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return noiseScaled;
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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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half ditherNoise = DitherAnimatedNoise(i.vertex.xy);
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half4 mainTexture = tex2D(_MainTex, i.texcoord.xy);
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half4 detailTexture =
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tex2D(_DetailTex, (i.texcoord.xy * _DetailTex_ST.xy) + _DetailTex_ST.zw);
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detailTexture = saturate(pow(detailTexture, _DetailTexIntensity));
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half4 finalColor = lerp(_ColorDark, _ColorLight, (mainTexture.r * detailTexture.r) + ditherNoise);
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return finalColor;
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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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