forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			127 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			127 lines
		
	
	
		
			3.8 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 "UI/Default (Overlay)"
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{
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    Properties
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    {
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        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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        _Color ("Tint", Color) = (1,1,1,1)
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        _StencilComp ("Stencil Comparison", Float) = 8
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        _Stencil ("Stencil ID", Float) = 0
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        _StencilOp ("Stencil Operation", Float) = 0
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        _StencilWriteMask ("Stencil Write Mask", Float) = 255
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        _StencilReadMask ("Stencil Read Mask", Float) = 255
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        _ColorMask ("Color Mask", Float) = 15
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        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 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"="Transparent"
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            "PreviewType"="Plane"
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            "CanUseSpriteAtlas"="True"
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        }
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        Stencil
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        {
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            Ref [_Stencil]
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            Comp [_StencilComp]
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            Pass [_StencilOp]
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            ReadMask [_StencilReadMask]
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            WriteMask [_StencilWriteMask]
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        }
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        Cull Off
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        Lighting Off
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        ZWrite Off
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        ZTest [unity_GUIZTestMode]
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        Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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        ColorMask [_ColorMask]
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        Pass
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        {
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            Name "Default"
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            CGPROGRAM
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            #pragma vertex vert
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            #pragma fragment frag
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            #pragma target 2.0
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            #include "UnityCG.cginc"
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            #include "UnityUI.cginc"
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            #pragma multi_compile __ UNITY_UI_CLIP_RECT
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            #pragma multi_compile __ UNITY_UI_ALPHACLIP
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            struct appdata_t
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            {
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                float4 vertex   : POSITION;
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                float4 color    : COLOR;
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                float2 texcoord : 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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                float4 vertex   : SV_POSITION;
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                fixed4 color    : COLOR;
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                float2 texcoord  : TEXCOORD0;
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                float4 worldPosition : TEXCOORD1;
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                UNITY_VERTEX_OUTPUT_STEREO
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            };
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            sampler2D _MainTex;
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            fixed4 _Color;
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            fixed4 _TextureSampleAdd;
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            float4 _ClipRect;
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            float4 _MainTex_ST;
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            v2f vert(appdata_t v)
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            {
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                v2f OUT;
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                UNITY_SETUP_INSTANCE_ID(v);
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                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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                OUT.worldPosition = v.vertex;
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                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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                OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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                OUT.color = v.color * _Color;
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                return OUT;
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            }
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            fixed4 frag(v2f IN) : SV_Target
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            {
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                half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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                #ifdef UNITY_UI_CLIP_RECT
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                color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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                #endif
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                #ifdef UNITY_UI_ALPHACLIP
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                clip (color.a - 0.001);
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                #endif
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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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}
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