Initialer Upload neues Unity-Projekt

This commit is contained in:
Daniel Ocks
2025-07-21 09:11:14 +02:00
commit eeca72985b
14558 changed files with 1508140 additions and 0 deletions

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Shader "OVRColorRampAlpa" {
Properties {
_Color ("Main Color", Color ) = (1,1,1,1)
_MainTex ("Diffuse (RGB) AlphaMask (A)", 2D) = "white" {}
_ColorRamp ("Color Ramp (A)", 2D) = "white" {}
_ColorRampOffset ("Color Ramp Offset", Range(0,1)) = 0.0
}
Category {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
AlphaTest Greater .01
ColorMask RGB
Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _ColorRamp;
float _ColorRampOffset;
fixed4 _Color;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert(appdata_t v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
float4 texel = tex2D(_MainTex, i.texcoord);
float2 colorIndex = float2( texel.x, _ColorRampOffset );
float4 outColor = tex2D(_ColorRamp, colorIndex) * _Color;
outColor.a = texel.a;
return outColor;
}
ENDCG
}
}
}
} // Category

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Shader "Hands Billboard Edge Fading Mask"
{
Properties
{
_Intensity("Intensity", Range(0,1)) = 1.0
[Space(5)]
[Header(PARAMETRIC GLOW)]
_Scale("Scale", Range(0,.1)) = 0.055
_Falloff("Falloff", float) = 4.0
_Power("Power", float) = 15.0
[Space(5)]
[Header(EDGE FADING)]
[Toggle] _EdgeFading("Enable", Int) = 1
_KeyboardPosition("Keyboard Position", Vector) = (0, 0, 0, 0)
_KeyboardRotation("Keyboard Rotation", Vector) = (0, 0, 0, 0)
_KeyboardScale("Keyboard Scale", Vector) = (1, 1, 1, 0)
_FadingFalloff("Falloff", Range(0, .1)) = 0.05
_ColorMultiply("Color multiply", Range(0, 3)) = 2.0
// Blend modes
[Enum(UnityEngine.Rendering.BlendMode)]_SrcBlendMode("Src Blend Factor", Int) = 0 // Zero
[Enum(UnityEngine.Rendering.BlendMode)]_DstBlendMode("Dst Blend Factor", Int) = 4 // SrcColor
}
SubShader
{
// Transparent+1 to render after key labels
Tags {"Queue" = "Transparent+1" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
ZWrite Off
Cull Off
ZTest Always
Blend [_SrcBlendMode] [_DstBlendMode]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
uniform float _Intensity;
uniform float _Scale;
float _Falloff;
float _Power;
int _EdgeFading;
float4 _KeyboardPosition;
float4 _KeyboardRotation;
float4 _KeyboardScale;
float _FadingFalloff;
float _ColorMultiply;
struct vertexInput
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float4 tex : TEXCOORD0;
float4 color : COLOR;
};
struct vertexOutput
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
float4 color : COLOR;
};
UNITY_INSTANCING_BUFFER_START(Props)
//UNITY_DEFINE_INSTANCED_PROP(float4, _Color)
UNITY_INSTANCING_BUFFER_END(Props)
float4 RotateAroundYInDegrees(float4 vertex, float degrees)
{
float alpha = degrees * UNITY_PI / 180.0;
float sina, cosa;
sincos(alpha, sina, cosa);
float2x2 m = float2x2(cosa, -sina, sina, cosa);
return float4(mul(m, vertex.xz), vertex.yw).xzyw;
}
float4 BoundingBox(float4 vert, float4 position, float4 rotation, float4 scale)
{
float4 worldPos = mul(unity_ObjectToWorld, vert);
float4 bboxOrientation = RotateAroundYInDegrees(worldPos - position, rotation.y);
bboxOrientation = abs(bboxOrientation);
scale *= 0.5f;
float distX = (bboxOrientation.x - scale.x) / ((scale.x + _FadingFalloff) - scale.x);
float distY = (bboxOrientation.y - scale.y) / ((scale.y + _FadingFalloff) - scale.y);
float distZ = (bboxOrientation.z - scale.z) / ((scale.z + _FadingFalloff) - scale.z);
float bBoxH = max(distX, distZ);
float bBoxV = max(bBoxH, distY);
float bBox = clamp(0,1,bBoxV);
return float4(bBox, bBox, bBox, bBox);
}
vertexOutput vert(vertexInput input)
{
UNITY_SETUP_INSTANCE_ID(input);
vertexOutput output;
output.pos = mul(UNITY_MATRIX_P,
float4(UnityObjectToViewPos((float3)0), 1.0)
+ float4(input.vertex.x, input.vertex.y, 0.0, 0.0)
* float4(_Scale, _Scale, 1.0, 1.0));
output.tex = input.tex;
output.color = BoundingBox(input.vertex, _KeyboardPosition, _KeyboardRotation, _KeyboardScale);
return output;
}
fixed BorderFade(float2 uv, float falloff, float intensity)
{
uv *= 1.0 - uv.yx;
float fade = uv.x * uv.y * intensity;
fade = pow(fade, falloff);
return fade;
}
float4 frag(vertexOutput input) : COLOR
{
UNITY_SETUP_INSTANCE_ID(input);
float glow = BorderFade(input.tex, _Falloff, _Power);
float color = glow * _ColorMultiply;
float4 circleAlpha = float4(color, color, color, glow) * _Intensity;
float4 finalAlpha = circleAlpha * (1 - input.color.a);
float4 transition = 1 - lerp(circleAlpha, finalAlpha, _EdgeFading);
return transition;
}
ENDCG
}
}
}

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Shader "Unlit/HandMask"
{
Properties
{
_Color("Color", Color) = (1, 1, 1, 1)
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType"="Transparent" }
LOD 200
Blend One Zero, One Zero
CGPROGRAM
#pragma surface surf NoLighting keepalpha
#pragma target 3.0
sampler2D _MainTex;
fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten) {
return fixed4(s.Albedo, s.Alpha);
}
struct Input {
float2 uv_MainTex;
};
fixed4 _Color;
void surf(Input IN, inout SurfaceOutput o) {
o.Albedo = 0;
float alpha = tex2D(_MainTex, IN.uv_MainTex);
o.Alpha = 0;
}
ENDCG
}
}

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Shader "Punch Through Passthrough"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags {"Queue" = "Geometry"}
ZWrite On
Cull Off
ZTest Always
Blend Zero Zero
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return fixed4(0, 0, 0, 0);
}
ENDCG
}
}
}

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Unlit alpha-blended shader.
// - no lighting
// - no lightmap support
// - no per-material color
// Only change from the original: added MipMap bias support
Shader "Unlit/Transparent MMBias" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_MainTexMMBias("Base MipMap Bias", Float) = 0.0
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
half _MainTexMMBias;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2Dbias(_MainTex, half4(i.texcoord.x, i.texcoord.y, 0.0, _MainTexMMBias)); // original: tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Unlit alpha-cutout shader.
// - no lighting
// - no lightmap support
// - no per-material color
// Only change from the original: added MipMap bias support
Shader "Unlit/Transparent Cutout MMBias" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_MainTexMMBias("Base MipMap Bias", Float) = 0.0
}
SubShader {
Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
LOD 100
Lighting Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
half _MainTexMMBias;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2Dbias(_MainTex, half4(i.texcoord.x, i.texcoord.y, 0.0, _MainTexMMBias)); // original: tex2D(_MainTex, i.texcoord);
clip(col.a - _Cutoff);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Unlit shader. Simplest possible textured shader.
// - no lighting
// - no lightmap support
// - no per-material color
// Only change from the original: added MipMap bias support
Shader "Unlit/Texture MMBias" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_MainTexMMBias("Base MipMap Bias", Float) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
half _MainTexMMBias;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2Dbias(_MainTex, half4(i.texcoord.x, i.texcoord.y, 0.0, _MainTexMMBias)); // original: tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG(i.fogCoord, col);
UNITY_OPAQUE_ALPHA(col.a);
return col;
}
ENDCG
}
}
}

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Shader "Oculus/OVRVignette"
{
Properties
{
_Color("Color", Color) = (0,0,0,0)
[Enum(UnityEngine.Rendering.BlendMode)]_BlendSrc ("Blend Source", Float) = 1
[Enum(UnityEngine.Rendering.BlendMode)]_BlendDst ("Blend Destination", Float) = 0
_ZWrite ("Z Write", Float) = 0
}
SubShader
{
Tags { "IgnoreProjector" = "True" }
Pass
{
Blend [_BlendSrc] [_BlendDst]
ZTest Always
ZWrite [_ZWrite]
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ QUADRATIC_FALLOFF
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
half4 color : COLOR;
};
float4 _ScaleAndOffset0[2];
float4 _ScaleAndOffset1[2];
float4 _Color;
v2f vert (appdata v)
{
v2f o;
float4 scaleAndOffset = lerp(_ScaleAndOffset0[unity_StereoEyeIndex], _ScaleAndOffset1[unity_StereoEyeIndex], v.uv.x);
o.vertex = float4(scaleAndOffset.zw + v.vertex.xy * scaleAndOffset.xy, _ProjectionParams.y, 1);
o.color.rgb = _Color.rgb;
o.color.a = v.uv.y;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
#if QUADRATIC_FALLOFF
i.color.a *= i.color.a;
#endif
return i.color;
}
ENDCG
}
}
}

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Shader "Oculus/VirtualKeyboard/OVRVirtualKeyboardMMBias"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1.000000,1.000000,1.000000,1.000000)
[HideInInspector] _RendererColor ("RendererColor", Color) = (1.000000,1.000000,1.000000,1.000000)
_MainTexMMBias("Mipmap Bias", Float) = 0.000000
}
SubShader
{
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "CanUseSpriteAtlas"="true" "PreviewType"="Plane" }
LOD 100
Pass
{
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "CanUseSpriteAtlas"="true" "PreviewType"="Plane" }
ZWrite Off
Cull Off
Blend One OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR0;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 color : COLOR0;
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float4 _RendererColor;
half _MainTexMMBias;
// Perform multiple samples per fragment to reduce aliasing
// Source: https://developer.oculus.com/blog/common-rendering-mistakes-how-to-find-them-and-how-to-fix-them/
fixed4 tex2DmultisampleBias(sampler2D tex, float2 uv, half bias)
{
float2 dx = ddx(uv) * 0.25;
float2 dy = ddy(uv) * 0.25;
float4 sample0 = tex2Dbias(tex, half4(uv + dx + dy, 0.0, bias));
float4 sample1 = tex2Dbias(tex, half4(uv + dx - dy, 0.0, bias));
float4 sample2 = tex2Dbias(tex, half4(uv - dx + dy, 0.0, bias));
float4 sample3 = tex2Dbias(tex, half4(uv - dx - dy, 0.0, bias));
return (sample0 + sample1 + sample2 + sample3) * 0.25;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color * _Color * _RendererColor;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2DmultisampleBias(_MainTex, i.uv, _MainTexMMBias) * i.color;
return col;
}
ENDCG
}
}
}

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// Unlit alpha-blended shader.
// - no lighting
// - no lightmap support
// - supports tint color
Shader "Unlit/Crosshair" {
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
_Color ("Main Color", Color) = (0.5,0.5,0.5,0.5)
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Cull Off
Lighting Off
ZTest Always
ZWrite Off
Fog { Mode Off }
Offset -1, -1
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 col = tex2D(_MainTex, i.texcoord) * i.color * _Color * 2.0;
return col;
}
ENDCG
}
}
}

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