forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			81 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			81 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "XRContent/TransparentPulse"
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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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        _PulseSpeed ("Pulse Speed", Float) = 30.0
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        _PulseMaxAlpha ("Max Pulse Alpha", Range (0, 1)) = 0.5
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        _PulseMinAlpha ("Min Pulse Alpha", Range (0, 1)) = 0
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    }
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    SubShader
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    {
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        Tags {"Queue"="Transparent" "RenderType"="Transparent"}
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        LOD 100
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        ZWrite On
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        Offset -1,-1
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        Blend One 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 uv : TEXCOORD0;
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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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                float2 uv : TEXCOORD0;
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                float4 vertex : SV_POSITION;
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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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            float _PulseSpeed;
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            float _PulseMinAlpha;
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            float _PulseMaxAlpha;
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            float _DistanceFadeFactor;
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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.vertex = UnityObjectToClipPos(v.vertex);
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                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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                return o;
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            }
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            fixed4 frag (v2f i) : SV_Target
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            {
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                fixed4 col = tex2D(_MainTex, i.uv) * _Color;
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                float pulsePhase = 0.5 * (sin(_Time * _PulseSpeed) + 1.0); // Map time to sin wave from 0 - 1
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                float pulseAlpha = _PulseMinAlpha + (pulsePhase)*(_PulseMaxAlpha - _PulseMinAlpha); // Remap wave to min/max alpha range
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                col *= pulseAlpha;
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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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