forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			110 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
			
		
		
	
	
			110 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
/************************************************************************************
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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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#pragma vertex outlineVertex
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#pragma fragment outlineFragment
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#pragma multi_compile_local __ CONFIDENCE
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#pragma multi_compile_instancing	
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#pragma instancing_options
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 3.0
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//
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struct OutlineVertexInput
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{
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    float4 vertex : POSITION;
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    float3 normal : NORMAL;
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    float4 texcoord : TEXCOORD0;
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    UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct OutlineVertexOutput
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{
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    float4 vertex : SV_POSITION;
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    half4 glowColor : TEXCOORD1;
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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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UNITY_INSTANCING_BUFFER_START(Props)
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    UNITY_DEFINE_INSTANCED_PROP(half4, glowColor)
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UNITY_INSTANCING_BUFFER_END(Props)
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OutlineVertexOutput outlineVertex(OutlineVertexInput v)
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{
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    OutlineVertexOutput o;
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    UNITY_SETUP_INSTANCE_ID(v);
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    UNITY_INITIALIZE_OUTPUT(OutlineVertexOutput, o)
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    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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    UNITY_TRANSFER_INSTANCE_ID(v, o);
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    v.vertex.xyz += v.normal * _OutlineWidth;
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    o.vertex = UnityObjectToClipPos(v.vertex);
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    half4 maskPixelColor = tex2Dlod(_FingerGlowMask, v.texcoord);
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#if CONFIDENCE
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    int glowMaskR = maskPixelColor.r * 255;
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    int jointMaskB = maskPixelColor.b * 255;
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    int thumbMask = (glowMaskR >> 3) & 0x1;
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    int indexMask = (glowMaskR >> 4) & 0x1;
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    int middleMask = (glowMaskR >> 5) & 0x1;
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    int ringMask = (glowMaskR >> 6) & 0x1;
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    int pinkyMask = (glowMaskR >> 7) & 0x1;
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    int joint0 = (jointMaskB >> 4) & 0x1;
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    int joint1 = (jointMaskB >> 5) & 0x1;
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    int joint2 = (jointMaskB >> 6) & 0x1;
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    int joint3 = (jointMaskB >> 7) & 0x1;
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    half jointIntensity = saturate(
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        ((1 - saturate(glowMaskR)) * _JointsGlow[0])
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        + thumbMask * (joint0 * _JointsGlow[1]
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            + joint1 * _JointsGlow[2]
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            + joint2 * _JointsGlow[3]
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            + joint3 * _JointsGlow[4])
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        + indexMask * (joint1 * _JointsGlow[5]
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            + joint2 * _JointsGlow[6]
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            + joint3 * _JointsGlow[7])
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        + middleMask * (joint1 * _JointsGlow[8]
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            + joint2 * _JointsGlow[9]
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            + joint3 * _JointsGlow[10])
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        + ringMask * (joint1 * _JointsGlow[11]
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            + joint2 * _JointsGlow[12]
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            + joint3 * _JointsGlow[13])
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        + pinkyMask * (joint0 * _JointsGlow[14]
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            + joint1 * _JointsGlow[15]
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            + joint2 * _JointsGlow[16]
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            + joint3 * _JointsGlow[17]));
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    half4 glow = lerp(_OutlineColor, _OutlineJointColor, jointIntensity);
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    o.glowColor.rgb = glow.rgb;
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    o.glowColor.a = saturate(maskPixelColor.a + _WristFade) * glow.a * _OutlineOpacity;
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#else
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    o.glowColor.rgb = _OutlineColor;
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    o.glowColor.a = saturate(maskPixelColor.a + _WristFade) * _OutlineColor.a * _OutlineOpacity;
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#endif
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    return o;
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}
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half4 outlineFragment(OutlineVertexOutput 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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    return i.glowColor;
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}
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