forked from cgvr/DeltaVR
deltavr multiplayer 2.0
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168
Assets/Oculus/Interaction/Runtime/Shaders/OculusHand.shader
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168
Assets/Oculus/Interaction/Runtime/Shaders/OculusHand.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/OculusHand"
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{
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Properties
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{
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[Header(General)]
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_ColorTop("Color Top", Color) = (0.1960784, 0.2039215, 0.2117647, 1)
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_ColorBottom("Color Bottom", Color) = (0.1215686, 0.1254902, 0.1294117, 1)
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_FingerGlowColor("Finger Glow Color", Color) = (1,1,1,1)
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_Opacity("Opacity", Range(0 , 1)) = 0.8
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[Header(Fresnel)]
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_FresnelPower("FresnelPower", Range(0 , 5)) = 0.16
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[Header(Outline)]
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_OutlineColor("Outline Color", Color) = (0.5377358,0.5377358,0.5377358,1)
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_OutlineJointColor("Outline Joint Error Color", Color) = (1,0,0,1)
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_OutlineWidth("Outline Width", Range(0 , 0.005)) = 0.00134
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_OutlineOpacity("Outline Opacity", Range(0 , 1)) = 0.4
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[Header(Wrist)]
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_WristFade("Wrist Fade", Range(0 , 1)) = 0.5
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[Header(Finger Glow)]
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_FingerGlowMask("Finger Glow Mask", 2D) = "white" {}
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[Toggle(CONFIDENCE)] _EnableConfidence("Show Low Confidence", Float) = 0
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[HideInInspector] _texcoord("", 2D) = "white" {}
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[HideInInspector] _ThumbGlowValue("", Float) = 0
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[HideInInspector] _IndexGlowValue("", Float) = 0
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[HideInInspector] _MiddleGlowValue("", Float) = 0
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[HideInInspector] _RingGlowValue("", Float) = 0
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[HideInInspector] _PinkyGlowValue("", Float) = 0
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}
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CGINCLUDE
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#include "Lighting.cginc"
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#pragma target 3.0
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// CBUFFER named UnityPerMaterial, SRP can cache the material properties between frames and reduce significantly the cost of each drawcall.
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CBUFFER_START(UnityPerMaterial)
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// General
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uniform float4 _ColorTop;
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uniform float4 _ColorBottom;
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uniform float _Opacity;
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uniform float _FresnelPower;
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// Outline
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uniform float4 _OutlineColor;
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uniform half4 _OutlineJointColor;
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uniform float _OutlineWidth;
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uniform float _OutlineOpacity;
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// Wrist
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uniform half _WristFade;
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// Finger Glow
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uniform sampler2D _FingerGlowMask;
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uniform float4 _FingerGlowColor;
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uniform float _ThumbGlowValue;
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uniform float _IndexGlowValue;
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uniform float _MiddleGlowValue;
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uniform float _RingGlowValue;
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uniform float _PinkyGlowValue;
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uniform half _JointsGlow[18];
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CBUFFER_END
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ENDCG
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SubShader
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{
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Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" }
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Cull Back
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AlphaToMask Off
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Pass
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{
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Name "Depth"
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ZWrite On
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ColorMask 0
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}
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Pass
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{
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PackageRequirements { "com.unity.render-pipelines.universal": "[10.8.1,10.10.0]" }
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Name "Outline-URP-2020"
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Tags { "LightMode" = "LightweightForward" "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
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Cull Front
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#include "OculusHandOutlineCG.cginc"
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ENDCG
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}
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Pass
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{
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PackageRequirements { "com.unity.render-pipelines.universal": "12.1.7" }
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Name "Outline-URP-2021+"
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Tags { "LightMode" = "UniversalForwardOnly" "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
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Cull Front
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#include "OculusHandOutlineCG.cginc"
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ENDCG
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}
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Pass
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{
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Name "Outline-DRP"
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Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" }
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Cull Front
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#include "OculusHandOutlineCG.cginc"
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ENDCG
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}
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Pass
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{
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Name "Interior-URP"
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Tags { "LightMode" = "UniversalForward" "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" "IsEmissive" = "true" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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CGPROGRAM
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#include "OculusHandInteriorCG.cginc"
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ENDCG
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}
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Pass
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{
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Name "Interior-DRP"
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Tags { "RenderType" = "MaskedOutline" "Queue" = "Transparent" "IgnoreProjector" = "True" "IsEmissive" = "true" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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CGPROGRAM
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#include "OculusHandInteriorCG.cginc"
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ENDCG
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}
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}
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}
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