forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			86 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
// Oculus VR, LLC Proprietary and Confidential.
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// clang-format off
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Shader "MixedReality/GlowEffect"
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{
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  Properties
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  {
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    _GlowColor ("Glow Color", Color) = (1.0, 1.0, 1.0)
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	_Pow ("Pow", Range (0.2,10)) = 2
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    _Intensity ("Intensity", Range (0,10)) = 1
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    }
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	  SubShader {
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    Tags {"Queue" = "Transparent"}
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    Pass {
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      ZWrite Off
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			BlendOp RevSub
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            Blend Zero One, One OneMinusSrcAlpha
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	  Cull Front
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      CGPROGRAM
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      #pragma vertex vert
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      #pragma fragment frag
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      #pragma multi_compile_instancing
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      #include "UnityCG.cginc"
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      struct vertexInput {
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        float4 vertex : POSITION;
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        float3 normal: NORMAL;
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		float4 texcoord : TEXCOORD0;
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		float4 vertCol : COLOR;
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        UNITY_VERTEX_INPUT_INSTANCE_ID
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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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        half3 worldNormal : TEXCOORD3;
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        float3 viewDir: TEXCOORD2;
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        half4 localPos : TEXCOORD4;
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		float4 color : TEXCOORD1;
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        float eye : EYE;
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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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      float4 _GlowColor;
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	  float _Pow;
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	  float _Intensity;
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      float4x4 _TrackingSpaceTransform;
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      v2f vert(vertexInput v) {
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        v2f o;
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        UNITY_SETUP_INSTANCE_ID(v);
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        UNITY_TRANSFER_INSTANCE_ID(v, o);
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        UNITY_INITIALIZE_OUTPUT(v2f, o);
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        UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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        o.vertex = UnityObjectToClipPos(v.vertex);
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        o.worldNormal = UnityObjectToWorldNormal(v.normal);
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        o.viewDir = WorldSpaceViewDir(v.vertex);
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        o.localPos = v.vertex;
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		o.uv = v.texcoord;
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		o.color = v.vertCol;
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        return o;
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      }
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      float4 frag(v2f i) : SV_Target {
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        UNITY_SETUP_INSTANCE_ID(i);
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        UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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        float fresnelNdot = (dot (normalize (i.viewDir), normalize (-i.worldNormal)));
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		fresnelNdot = pow(fresnelNdot,_Pow);
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		float4 color = _GlowColor;
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		color.rgb += _GlowColor.rgb * fresnelNdot * _Intensity;
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		color.rgb = 0;
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		color.a *= fresnelNdot;
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        return color;
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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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