forked from cgvr/DeltaVR
deltavr multiplayer 2.0
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Shader "MixedReality/PassthroughLine" {
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Properties{
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_LineLength("Line Length", float) = 1
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} SubShader {
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Tags{"RenderType" = "Transparent"} LOD 100
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Pass {
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ZWrite Off
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BlendOp RevSub, Min
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Blend Zero One, One One
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CGPROGRAM
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// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members
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// center)
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//#pragma exclude_renderers d3d11
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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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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert(appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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float _LineLength;
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fixed4 frag(v2f i) : SV_Target {
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float UVfadeRange = 0.2;
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fixed widthAlpha = 1 - smoothstep(0.5 - UVfadeRange, 0.5, abs(i.uv.y - 0.5));
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fixed lengthAlpha = 1 - smoothstep(0.5 - (UVfadeRange / _LineLength), 0.5, abs(i.uv.x - 0.5));
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return float4(0, 0, 0, 1-(widthAlpha * lengthAlpha));
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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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