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Bachelor-Arbeit-Thomas-Wichert/Assets/Oculus/VR/Shaders/OVRVirtualKeyboard/VirtualKeyboardMMBias.shader
2025-07-21 09:11:14 +02:00

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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
}
}
}