Heroes_of_Hiis/Assets/Oculus/VR/Shaders/OVRTrackedKeyboard/BillboardTransitions.shader

143 lines
4.4 KiB
GLSL

Shader "Hands Billboard Edge Fading Mask"
{
Properties
{
_Intensity("Intensity", Range(0,1)) = 1.0
[Space(5)]
[Header(PARAMETRIC GLOW)]
_Scale("Scale", Range(0,.1)) = 0.055
_Falloff("Falloff", float) = 4.0
_Power("Power", float) = 15.0
[Space(5)]
[Header(EDGE FADING)]
[Toggle] _EdgeFading("Enable", Int) = 1
_KeyboardPosition("Keyboard Position", Vector) = (0, 0, 0, 0)
_KeyboardRotation("Keyboard Rotation", Vector) = (0, 0, 0, 0)
_KeyboardScale("Keyboard Scale", Vector) = (1, 1, 1, 0)
_FadingFalloff("Falloff", Range(0, .1)) = 0.05
_ColorMultiply("Color multiply", Range(0, 3)) = 2.0
// Blend modes
[Enum(UnityEngine.Rendering.BlendMode)]_SrcBlendMode("Src Blend Factor", Int) = 0 // Zero
[Enum(UnityEngine.Rendering.BlendMode)]_DstBlendMode("Dst Blend Factor", Int) = 4 // SrcColor
}
SubShader
{
// Transparent+1 to render after key labels
Tags {"Queue" = "Transparent+1" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
ZWrite Off
Cull Off
ZTest Always
Blend [_SrcBlendMode] [_DstBlendMode]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
uniform float _Intensity;
uniform float _Scale;
float _Falloff;
float _Power;
int _EdgeFading;
float4 _KeyboardPosition;
float4 _KeyboardRotation;
float4 _KeyboardScale;
float _FadingFalloff;
float _ColorMultiply;
struct vertexInput
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float4 tex : TEXCOORD0;
float4 color : COLOR;
};
struct vertexOutput
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
float4 color : COLOR;
};
UNITY_INSTANCING_BUFFER_START(Props)
//UNITY_DEFINE_INSTANCED_PROP(float4, _Color)
UNITY_INSTANCING_BUFFER_END(Props)
float4 RotateAroundYInDegrees(float4 vertex, float degrees)
{
float alpha = degrees * UNITY_PI / 180.0;
float sina, cosa;
sincos(alpha, sina, cosa);
float2x2 m = float2x2(cosa, -sina, sina, cosa);
return float4(mul(m, vertex.xz), vertex.yw).xzyw;
}
float4 BoundingBox(float4 vert, float4 position, float4 rotation, float4 scale)
{
float4 worldPos = mul(unity_ObjectToWorld, vert);
float4 bboxOrientation = RotateAroundYInDegrees(worldPos - position, rotation.y);
bboxOrientation = abs(bboxOrientation);
scale *= 0.5f;
float distX = (bboxOrientation.x - scale.x) / ((scale.x + _FadingFalloff) - scale.x);
float distY = (bboxOrientation.y - scale.y) / ((scale.y + _FadingFalloff) - scale.y);
float distZ = (bboxOrientation.z - scale.z) / ((scale.z + _FadingFalloff) - scale.z);
float bBoxH = max(distX, distZ);
float bBoxV = max(bBoxH, distY);
float bBox = clamp(0,1,bBoxV);
return float4(bBox, bBox, bBox, bBox);
}
vertexOutput vert(vertexInput input)
{
UNITY_SETUP_INSTANCE_ID(input);
vertexOutput output;
output.pos = mul(UNITY_MATRIX_P,
mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0))
+ float4(input.vertex.x, input.vertex.y, 0.0, 0.0)
* float4(_Scale, _Scale, 1.0, 1.0));
output.tex = input.tex;
output.color = BoundingBox(input.vertex, _KeyboardPosition, _KeyboardRotation, _KeyboardScale);
return output;
}
fixed BorderFade(float2 uv, float falloff, float intensity)
{
uv *= 1.0 - uv.yx;
float fade = uv.x * uv.y * intensity;
fade = pow(fade, falloff);
return fade;
}
float4 frag(vertexOutput input) : COLOR
{
UNITY_SETUP_INSTANCE_ID(input);
float glow = BorderFade(input.tex, _Falloff, _Power);
float color = glow * _ColorMultiply;
float4 circleAlpha = float4(color, color, color, glow) * _Intensity;
float4 finalAlpha = circleAlpha * (1 - input.color.a);
float4 transition = 1 - lerp(circleAlpha, finalAlpha, _EdgeFading);
return transition;
}
ENDCG
}
}
}