forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			100 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			100 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "Oculus/OVRMRCameraFrame"
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{
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	Properties
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	{
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		_Color("Main Color", Color) = (1,1,1,1)
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		_MainTex("Main Texture", 2D) = "white" {}
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		_Visible("Visible", Range(0.0,1.0)) = 1.0
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		_ChromaAlphaCutoff("ChromaAlphaCutoff", Range(0.0,1.0)) = 0.01
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		_ChromaToleranceA("ChromaToleranceA", Range(0.0,50.0)) = 20.0
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		_ChromaToleranceB("ChromaToleranceB", Range(0.0,50.0)) = 15.0
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		_ChromaShadows("ChromaShadows", Range(0.0,1.0)) = 0.02
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	}
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	SubShader
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	{
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		Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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		Blend SrcAlpha OneMinusSrcAlpha
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		AlphaTest Greater .01
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		Fog{ Mode Off }
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		LOD 100
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		Cull Off
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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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			#include "OVRMRChromaKey.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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			};
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			struct v2f
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			{
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				float4 vertex : SV_POSITION;
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				float2 texcoord : TEXCOORD0;
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			};
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			sampler2D _MainTex;
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			float4 _MainTex_ST;
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			sampler2D _MaskTex;
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			float4 _TextureDimension;		// (w, h, 1/w, 1/h)
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			fixed4 _Color;
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			fixed  _Visible;
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			float4 _FlipParams;		// (flip_h, flip_v, 0, 0)
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			v2f vert (appdata v)
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			{
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				v2f o;
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				o.vertex = UnityObjectToClipPos(v.vertex);
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				o.vertex *= _Visible;
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				o.texcoord = TRANSFORM_TEX(float2(v.texcoord.x, 1.0-v.texcoord.y), _MainTex);
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				return o;
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			}
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			fixed GetMask(float2 uv)
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			{
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				return tex2D(_MaskTex, uv).r;
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			}
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			fixed4 GetCameraColor(float2 colorUV)
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			{
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				fixed4 c = tex2D(_MainTex, colorUV) * _Color;
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				return c;
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			}
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			fixed4 frag (v2f i) : SV_Target
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			{
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				float2 colorUV = i.texcoord;
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				if (_FlipParams.x > 0.0)
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				{
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					colorUV.x = 1.0 - colorUV.x;
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				}
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				if (_FlipParams.y > 0.0)
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				{
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					colorUV.y = 1.0 - colorUV.y;
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				}
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				float mask = GetMask(float2(colorUV.x, 1.0 - colorUV.y));
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				if (mask == 0.0)
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				{
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					discard;
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				}
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				float4 col = GetColorAfterChromaKey(colorUV, _TextureDimension.zw, 1.0);
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				if (col.a < 0.0)
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				{
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					discard;
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				}
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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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