forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			73 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "XR/PortalShader"
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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 ("Texture", 2D) = "white" {}
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        _TexL("LeftEyeTexture", 2D) = "white" {}
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        _TexR("RightEyeTexture", 2D) = "white" {}
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    }
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    SubShader
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    {
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        Tags{ "RenderType" = "Opaque" "Queue" = "Transparent" }
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        Pass
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        {
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            Name "Mask"
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            CGPROGRAM
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            #include "UnityCG.cginc"
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            #pragma vertex vert
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            #pragma fragment frag
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            #pragma target 3.0
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            sampler2D _MainTex;
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            float4 _MainTex_ST;
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            float4      _Color;
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            sampler2D   _TexL;
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            sampler2D   _TexR;
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            struct appdata
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            {
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                float4 vertex : POSITION;
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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 position : SV_POSITION;
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                float4 screenPosition : TEXCOORD0;
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                UNITY_VERTEX_INPUT_INSTANCE_ID
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                UNITY_VERTEX_OUTPUT_STEREO
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            };
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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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                o.position = UnityObjectToClipPos(v.vertex);
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                o.screenPosition = ComputeScreenPos(o.position);
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                return o;
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            }
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            half4 frag(v2f i) : SV_Target
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            {
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                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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                float2 textureCoordinate = i.screenPosition.xy / i.screenPosition.w;
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                return unity_StereoEyeIndex == 0 ?
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                    tex2D(_TexL, textureCoordinate) :
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                    tex2D(_TexR, textureCoordinate);
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            }
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            ENDCG
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        }
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    }
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} |