forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			68 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "Oculus/OVRVignette"
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{
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	Properties 
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	{
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		_Color("Color", Color) = (0,0,0,0)
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		[Enum(UnityEngine.Rendering.BlendMode)]_BlendSrc ("Blend Source", Float) = 1
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		[Enum(UnityEngine.Rendering.BlendMode)]_BlendDst ("Blend Destination", Float) = 0
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		_ZWrite ("Z Write", Float) = 0
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	}
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	SubShader
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	{
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		Tags { "IgnoreProjector" = "True" }
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		Pass
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		{
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			Blend [_BlendSrc] [_BlendDst]
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			ZTest Always
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			ZWrite [_ZWrite]
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			Cull Off
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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 _ QUADRATIC_FALLOFF
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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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			};
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			struct v2f
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			{
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				float4 vertex : SV_POSITION;
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				half4 color : COLOR;
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			};
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			float4 _ScaleAndOffset0[2];
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			float4 _ScaleAndOffset1[2];
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			float4 _Color;
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			v2f vert (appdata v)
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			{
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				v2f o;
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				float4 scaleAndOffset = lerp(_ScaleAndOffset0[unity_StereoEyeIndex], _ScaleAndOffset1[unity_StereoEyeIndex], v.uv.x);
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				o.vertex = float4(scaleAndOffset.zw + v.vertex.xy * scaleAndOffset.xy, _ProjectionParams.y, 1);
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				o.color.rgb = _Color.rgb;
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				o.color.a = v.uv.y;
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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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#if QUADRATIC_FALLOFF
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				i.color.a *= i.color.a;
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#endif				
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				return i.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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