forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			110 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			110 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "Oculus/VirtualKeyboard/VirtualKeyboardCursor"
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{
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    Properties
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    {
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        _MainTex ("Texture", 2D) = "white" {}
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        _Color ("Cursor Color", Color) = (0.1921568, 0.4862745, 0.9490196, 1)
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        _InnerRadius ("Inner Radius", Range(0, 1)) = 0.4
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        _OuterRadius ("Outer Radius", Range(0, 1)) = 0.7
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        _fadeOff ("Fade Off", Range(0, 1)) = 0
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    }
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    SubShader
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    {
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        Tags
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		{
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			"Queue" = "Transparent"
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			"IgnoreProjector" = "True"
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			"RenderType" = "Opaque"
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		}
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		Cull Off
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        ZWrite On
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        Blend SrcAlpha OneMinusSrcAlpha
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        AlphaTest Greater 0
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        Blend SrcAlpha OneMinusSrcAlpha // Traditional transparency
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        Pass
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        {
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            AlphaTest Greater 0.5
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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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            };
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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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            };
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            sampler2D _MainTex;
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            float4 _MainTex_ST;
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            float4 _Color;
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            float _InnerRadius;
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            float _OuterRadius;
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            float _fadeOff;
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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.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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                const float4 transparentColor = float4(_Color.x, _Color.y, _Color.z, 0);
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                const float edgeSmoothDistance = 0.005f;
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                const fixed2 pixelPoint = fixed2(i.uv.x, i.uv.y);
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                const float xDist = pow(pixelPoint.x - 0.5, 2);
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                const float yDist = pow(pixelPoint.y - 0.5, 2);
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                const float dist = sqrt(xDist + yDist) / 0.5;
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                // Hard transparency
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                if (dist < _InnerRadius) {
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                    return transparentColor;
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                }
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                if (dist > _OuterRadius) {
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                    return transparentColor;
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                }
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                float weight = 0;
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                // handle fade
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                if (_fadeOff > 0) {
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                    weight = (dist) / (1 - (1 - _OuterRadius));
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                    // apply fade scale
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                    weight = clamp(weight - (1 - _fadeOff), 0, 1);
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                }
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                // edge smoothing
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                if (_InnerRadius > edgeSmoothDistance && dist - _InnerRadius < edgeSmoothDistance) {
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                    weight = lerp(weight, 1, 1 - ((dist - _InnerRadius) / edgeSmoothDistance));
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                } else if (dist >= _OuterRadius - edgeSmoothDistance && dist < _OuterRadius) {
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                    weight = lerp(1, weight, ((_OuterRadius - dist) / edgeSmoothDistance));
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                }
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                // Color
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                fixed4 col = lerp(_Color, transparentColor, weight);
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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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