forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			109 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			109 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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Shader "Oculus/Interaction/UIStyle"
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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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			[HideInInspector] _texcoord("", 2D) = "white" {}
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		}
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		SubShader
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		{
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			Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent+0"}
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			LOD 100
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			CGINCLUDE
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			#pragma target 3.0
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			ENDCG
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			Blend SrcAlpha OneMinusSrcAlpha
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			Pass
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			{
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				Name "Base"
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				CGPROGRAM
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				#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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				//only defining to not throw compilation error over Unity 5.5
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				#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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				#endif
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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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				#include "UnityShaderVariables.cginc"
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				struct VertexInput
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				{
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					float4 vertex : POSITION;
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                    half4 vertexColor : COLOR;
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                    half3 normal : NORMAL;
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					UNITY_VERTEX_INPUT_INSTANCE_ID
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				};
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				struct VertexOutput
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				{
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					float4 vertex : SV_POSITION;
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					float3 worldPos : TEXCOORD0;
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                    half3 normal : TEXCOORD2;
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                    half4 vertexColor : COLOR;
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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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				uniform half4 _Color;
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				VertexOutput vert(VertexInput v)
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				{
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					VertexOutput o;
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					UNITY_SETUP_INSTANCE_ID(v);
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					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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					UNITY_TRANSFER_INSTANCE_ID(v, o);
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                    o.normal = UnityObjectToWorldNormal(v.normal);
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                    half pulse = sin(_Time.z) * 0.5 + 0.5;
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					float4 vertexPos = UnityObjectToClipPos(v.vertex);
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                    vertexPos.xyz = vertexPos + ((0.002 * pulse) * o.normal * v.vertexColor.a);
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                    o.vertex = vertexPos;
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                    o.vertexColor = v.vertexColor;
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                    o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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					return o;
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				}
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				half4 frag(VertexOutput i) : SV_Target
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				{
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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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                    float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
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                    half3 worldNormal = i.normal;
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                    half fresnel = saturate(dot(worldViewDir, worldNormal));
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                    fresnel = saturate(pow(fresnel + .1, 3) * 2);
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					half opacity =  fresnel * i.vertexColor.a;
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					half4 debug = half4(i.vertexColor.a, i.vertexColor.a, i.vertexColor.a, 1.0);
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					half4 finalColor = _Color * i.vertexColor;
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                    return half4(finalColor.rgb, opacity);
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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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