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- //======= Copyright (c) Valve Corporation, All rights reserved. ===============
- //
- // Purpose: Used for the teleport markers
- //
- //=============================================================================
- // UNITY_SHADER_NO_UPGRADE
- Shader "Valve/VR/Highlight"
- {
- Properties
- {
- _TintColor( "Tint Color", Color ) = ( 1, 1, 1, 1 )
- _SeeThru( "SeeThru", Range( 0.0, 1.0 ) ) = 0.25
- _Darken( "Darken", Range( 0.0, 1.0 ) ) = 0.0
- _MainTex( "MainTex", 2D ) = "white" {}
- }
- //-------------------------------------------------------------------------------------------------------------------------------------------------------------
- CGINCLUDE
- // Pragmas --------------------------------------------------------------------------------------------------------------------------------------------------
- #pragma target 5.0
- #if UNITY_VERSION >= 560
- #pragma only_renderers d3d11 vulkan glcore
- #else
- #pragma only_renderers d3d11 glcore
- #endif
- #pragma exclude_renderers gles
- #pragma multi_compile_instancing
- // Includes -------------------------------------------------------------------------------------------------------------------------------------------------
- #include "UnityCG.cginc"
- // Structs --------------------------------------------------------------------------------------------------------------------------------------------------
- struct VertexInput
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- fixed4 color : COLOR;
- #if UNITY_VERSION >= 560
- UNITY_VERTEX_INPUT_INSTANCE_ID
- #endif
- };
- struct VertexOutput
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- #if UNITY_VERSION >= 560
- UNITY_VERTEX_OUTPUT_STEREO
- #endif
- };
- #if UNITY_VERSION >= 201810
- // Globals --------------------------------------------------------------------------------------------------------------------------------------------------
- UNITY_INSTANCING_BUFFER_START( Props )
- UNITY_DEFINE_INSTANCED_PROP( float4, _TintColor )
- UNITY_DEFINE_INSTANCED_PROP( sampler2D, _MainTex )
- UNITY_DEFINE_INSTANCED_PROP( float4, _MainTex_ST )
- UNITY_DEFINE_INSTANCED_PROP( float, _SeeThru )
- UNITY_DEFINE_INSTANCED_PROP( float, _Darken )
- UNITY_INSTANCING_BUFFER_END( Props )
- // MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
- VertexOutput MainVS( VertexInput i )
- {
- VertexOutput o;
- UNITY_SETUP_INSTANCE_ID( i );
- UNITY_INITIALIZE_OUTPUT( VertexOutput, o );
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
- #if UNITY_VERSION >= 540
- o.vertex = UnityObjectToClipPos( i.vertex );
- #else
- o.vertex = mul( UNITY_MATRIX_MVP, i.vertex );
- #endif
- o.uv = i.uv;
- o.color = i.color;
- return o;
- }
- // MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
- float4 MainPS( VertexOutput i ) : SV_Target
- {
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( i );
-
- float4 vTexel = tex2D( UNITY_ACCESS_INSTANCED_PROP( Props, _MainTex ), i.uv ).rgba;
- float4 vColor = vTexel.rgba * UNITY_ACCESS_INSTANCED_PROP( Props, _TintColor.rgba ) * i.color.rgba;
- vColor.rgba = saturate( 2.0 * vColor.rgba );
- float flAlpha = vColor.a;
- vColor.rgb *= vColor.a;
- vColor.a = lerp( 0.0, UNITY_ACCESS_INSTANCED_PROP( Props, _Darken ), flAlpha );
- return vColor.rgba;
- }
- // MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
- float4 SeeThruPS( VertexOutput i ) : SV_Target
- {
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( i );
- float4 vTexel = tex2D( UNITY_ACCESS_INSTANCED_PROP( Props, _MainTex ), i.uv ).rgba;
- float4 vColor = vTexel.rgba * UNITY_ACCESS_INSTANCED_PROP( Props, _TintColor.rgba ) * i.color.rgba * UNITY_ACCESS_INSTANCED_PROP( Props, _SeeThru );
- vColor.rgba = saturate( 2.0 * vColor.rgba );
- float flAlpha = vColor.a;
- vColor.rgb *= vColor.a;
- vColor.a = lerp( 0.0, UNITY_ACCESS_INSTANCED_PROP( Props, _Darken ), flAlpha * UNITY_ACCESS_INSTANCED_PROP( Props, _SeeThru ) );
- return vColor.rgba;
- }
- #else
- // Globals --------------------------------------------------------------------------------------------------------------------------------------------------
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float4 _TintColor;
- float _SeeThru;
- float _Darken;
-
- // MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
- VertexOutput MainVS( VertexInput i )
- {
- VertexOutput o;
- #if UNITY_VERSION >= 540
- o.vertex = UnityObjectToClipPos(i.vertex);
- #else
- o.vertex = mul(UNITY_MATRIX_MVP, i.vertex);
- #endif
- o.uv = TRANSFORM_TEX( i.uv, _MainTex );
- o.color = i.color;
-
- return o;
- }
- // MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
- float4 MainPS( VertexOutput i ) : SV_Target
- {
- float4 vTexel = tex2D( _MainTex, i.uv ).rgba;
- float4 vColor = vTexel.rgba * _TintColor.rgba * i.color.rgba;
- vColor.rgba = saturate( 2.0 * vColor.rgba );
- float flAlpha = vColor.a;
- vColor.rgb *= vColor.a;
- vColor.a = lerp( 0.0, _Darken, flAlpha );
- return vColor.rgba;
- }
- // MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
- float4 SeeThruPS( VertexOutput i ) : SV_Target
- {
- float4 vTexel = tex2D( _MainTex, i.uv ).rgba;
- float4 vColor = vTexel.rgba * _TintColor.rgba * i.color.rgba * _SeeThru;
- vColor.rgba = saturate( 2.0 * vColor.rgba );
- float flAlpha = vColor.a;
- vColor.rgb *= vColor.a;
- vColor.a = lerp( 0.0, _Darken, flAlpha * _SeeThru );
- return vColor.rgba;
- }
- #endif
- ENDCG
- SubShader
- {
- Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
- LOD 100
- // Behind Geometry ---------------------------------------------------------------------------------------------------------------------------------------------------
- Pass
- {
- // Render State ---------------------------------------------------------------------------------------------------------------------------------------------
- Blend One OneMinusSrcAlpha
- Cull Off
- ZWrite Off
- ZTest Greater
- CGPROGRAM
- #pragma vertex MainVS
- #pragma fragment SeeThruPS
- ENDCG
- }
- Pass
- {
- // Render State ---------------------------------------------------------------------------------------------------------------------------------------------
- Blend One OneMinusSrcAlpha
- Cull Off
- ZWrite Off
- ZTest LEqual
- CGPROGRAM
- #pragma vertex MainVS
- #pragma fragment MainPS
- ENDCG
- }
- }
- }
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