forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			78 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			78 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "VR/TunnelingVignette"
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{
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    Properties
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    {
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        _ApertureSize("Aperture Size", Range(0, 1)) = 0.7
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        _FeatheringEffect("Feathering Effect", Range(0, 1)) = 0.2
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        _VignetteColor("Vignette Color", Color) = (0, 0, 0, 1)
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        _VignetteColorBlend("Vignette Color Blend", Color) = (0, 0, 0, 1)
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    }
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        SubShader
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    {
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        Tags { "Queue" = "Transparent+5" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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        LOD 100
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        Pass
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        {
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            Blend SrcAlpha OneMinusSrcAlpha
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            ZTest Always
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            ZWrite Off
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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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            float4 _VignetteColor;
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            float4 _VignetteColorBlend;
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            float _ApertureSize;
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            float _FeatheringEffect;
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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 = v.uv;
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                return o;
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            }
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            UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
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            fixed4 frag(v2f i) : SV_Target
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            {
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                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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                float uvY = i.uv.y;
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                float alphaMin = (0.5 - sqrt(0.25 - ((_ApertureSize * _ApertureSize) * 0.25)));
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                float alpha = saturate(((uvY - alphaMin) / (_FeatheringEffect * _FeatheringEffect + 0.0001)));
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                fixed4 color = lerp(_VignetteColor, _VignetteColorBlend, uvY * 2);
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                color.w *= alpha;
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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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} |