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195
Assets/Oculus/Interaction/Runtime/Shaders/RoundedBoxUnlit.shader
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195
Assets/Oculus/Interaction/Runtime/Shaders/RoundedBoxUnlit.shader
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/************************************************************************************
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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 "Interaction/RoundedBoxUnlit"
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{
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Properties
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{
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_Color("Color", Color) = (0, 0, 0, 1)
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_BorderColor("BorderColor", Color) = (0, 0, 0, 1)
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// width, height, border radius, unused
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_Dimensions("Dimensions", Vector) = (0, 0, 0, 0)
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// radius corners
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_Radii("Radii", Vector) = (0, 0, 0, 0)
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// defaults to LEqual
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4
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//Border X, Inner Y
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_ProximityStrength("Proximity Strength", Vector) = (0,0,0,0)
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_ProximityTransitionRange("Proximity Transition Range", Vector) = (0,1,0,0)
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_ProximityColor("Proximity Color", Color) = (0,0,0,1)
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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" "RenderType"="Transparent"
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}
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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ZTest [_ZTest]
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LOD 100
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Pass
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{
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CGPROGRAM
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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 "../ThirdParty/Box2DSignedDistance.cginc"
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struct appdata
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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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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float2 uv : TEXCOORD0;
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fixed4 color : COLOR;
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fixed4 borderColor : TEXCOORD1;
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fixed4 dimensions : TEXCOORD2;
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fixed4 radii : TEXCOORD3;
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fixed3 positionWorld: TEXCOORD4;
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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(fixed4, _Color)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _BorderColor)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _Dimensions)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _Radii)
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//Proximity Spheres XYZ position W radius
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UNITY_DEFINE_INSTANCED_PROP(int, _ProximitySphereCount)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere0)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere1)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere2)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere3)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere4)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere5)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere6)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere7)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere8)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere9)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximityColor)
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UNITY_DEFINE_INSTANCED_PROP(fixed2, _ProximityTransitionRange)
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UNITY_DEFINE_INSTANCED_PROP(fixed2, _ProximityStrength)
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UNITY_INSTANCING_BUFFER_END(Props)
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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_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.radii = UNITY_ACCESS_INSTANCED_PROP(Props, _Radii);
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o.dimensions = UNITY_ACCESS_INSTANCED_PROP(Props, _Dimensions);
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o.borderColor = UNITY_ACCESS_INSTANCED_PROP(Props, _BorderColor);
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o.color = UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
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o.positionWorld = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)).xyz;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = (v.uv-float2(.5f,.5f))*2.0f*o.dimensions.xy;
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return o;
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}
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float inverseLerp(float t, float a, float b) {
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return (t - a)/(b - a);
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}
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float getProximityMinDistance(float3 positionWorld, int proxSphereCount, fixed4 proxSpheres[10]) {
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float minDistance = 0.0;
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for(int i = 0; i < proxSphereCount; i++) {
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float3 spherePos = proxSpheres[i].xyz;
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float sphereRadius = proxSpheres[i].w;
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float distance = length(positionWorld - spherePos);
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distance = min(distance - sphereRadius, 0.0);
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minDistance = min(distance, minDistance);
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}
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return minDistance;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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fixed4 proxSpheres[10] = {
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UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere0),
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UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere1),
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UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere2),
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UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere3),
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UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere4),
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UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere5),
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UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere6),
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UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere7),
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UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere8),
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UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere9),
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};
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int proxSphereCount = UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphereCount);
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float2 proximityTransitionRange = UNITY_ACCESS_INSTANCED_PROP(Props, _ProximityTransitionRange);
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float2 proximityStrength = UNITY_ACCESS_INSTANCED_PROP(Props, _ProximityStrength);
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float4 proximityColor = UNITY_ACCESS_INSTANCED_PROP(Props, _ProximityColor);
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float proxDistance = 0.0;
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if(proxSphereCount > 0) {
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proxDistance = abs(getProximityMinDistance(i.positionWorld, proxSphereCount, proxSpheres));
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}
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float dist = sdRoundBox(i.uv, i.dimensions.xy - i.dimensions.ww * 2.0f, i.radii);
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float2 ddDist = float2(ddx(dist), ddy(dist));
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float ddDistLen = length(ddDist);
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float outerRadius = i.dimensions.w;
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float innerRadius = i.dimensions.z;
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float borderMask = (outerRadius > 0.0f | innerRadius > 0.0f)? 1.0 : 0.0;
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float outerDist = dist - outerRadius * 2.0;
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float outerDistOverLen = outerDist / ddDistLen;
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clip(1.0 - outerDistOverLen < 0.1f ? -1:1);
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float innerDist = dist + innerRadius * 2.0;
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float innerDistOverLen = innerDist / ddDistLen;
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float4 borderColor = i.borderColor;
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float4 innerColor = i.color;
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if(proxSphereCount > 0) {
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float normalizedDistance = saturate(inverseLerp(proxDistance, proximityTransitionRange.x, proximityTransitionRange.y));
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normalizedDistance = sin((normalizedDistance - 0.5) * 3.14) * 0.5 + 0.5;
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borderColor = lerp(borderColor, proximityColor, normalizedDistance * proximityStrength.x);
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innerColor = lerp(innerColor, proximityColor, normalizedDistance * proximityStrength.y);
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}
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float colorLerpParam = saturate(innerDistOverLen) * borderMask;
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float4 elementMainColor = lerp(innerColor, borderColor, colorLerpParam);
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float4 fragColor = elementMainColor;
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fragColor.a *= (1.0 - saturate(outerDistOverLen));
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return fragColor;
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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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