forked from cgvr/DeltaVR
deltavr multiplayer 2.0
This commit is contained in:
@@ -0,0 +1,72 @@
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// Small tweak to a basic unlit shader to cheat crosshair depth to render on top of targets.
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Shader "Custom/CrosshairZCheat"
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{
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Properties
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{
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_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
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_Color ("Main Color", Color) = (0.5,0.5,0.5,0.5)
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" }
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Cull Off
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Lighting Off
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ZTest Off
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Blend SrcAlpha OneMinusSrcAlpha
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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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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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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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// Cheat the post-mvp transformed z towards the camera.
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.vertex.z -= 0.01;
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.color = v.color;
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return o;
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}
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fixed4 frag (v2f i) : COLOR
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{
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fixed4 col = tex2D(_MainTex, i.texcoord) * i.color * _Color;
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return col;
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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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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 322c8bbfbbd774b33a90cac7d144bfe7
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,95 @@
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// Custom shader to draw our toy cubes and balls with an outline around them.
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Shader "Custom/ToyCubeOutline"
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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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_MainTex("Albedo", 2D) = "white" {}
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[PerRendererData] _OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineWidth ("Outline width", Range (.002, 0.03)) = .005
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[HideInInspector] _Mode ("__mode", Float) = 0.0
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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fixed4 color : COLOR;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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uniform float _OutlineWidth;
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uniform float4 _OutlineColor;
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uniform float4x4 _ObjectToWorldFixed;
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// Pushes the verts out a little from the object center.
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// Lets us give an outline to objects that all have normals facing away from the center.
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// If we can't assume that, we need to tweak the math of this shader.
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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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// MTF TODO
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// 1. Fix batching so that it actually occurs.
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// 2. See if batching causes problems,
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// if it does fix this line by adding that component that sets it.
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//float4 objectCenterWorld = mul(_ObjectToWorldFixed, float4(0.0, 0.0, 0.0, 1.0));
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float4 objectCenterWorld = mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0));
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float4 vertWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 offsetDir = vertWorld.xyz - objectCenterWorld.xyz;
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offsetDir = normalize(offsetDir) * _OutlineWidth;
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o.pos = UnityWorldToClipPos(vertWorld+offsetDir);
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o.color = _OutlineColor;
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return o;
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}
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ENDCG
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SubShader
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{
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Tags { "Queue" = "Transparent" }
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Pass
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{
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Name "OUTLINE"
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// To allow the cube to render entirely on top of the outline.
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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fixed4 frag(v2f i) : SV_Target
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{
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// Just draw the _OutlineColor from the vert pass above.
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return i.color;
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}
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ENDCG
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}
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// Standard forward render.
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UsePass "Standard/FORWARD"
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}
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Fallback Off
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}
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 05483dbea409e4cc8853dced3eb9f5dc
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ShaderImporter:
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||||
externalObjects: {}
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defaultTextures: []
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userData:
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assetBundleName:
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||||
assetBundleVariant:
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