holopy3/Assets/SteamVR/InteractionSystem/Samples/BuggyBuddy/Materials/LightCone.shader
2020-12-10 15:25:12 +01:00

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FX/LightCone" {
Properties{
_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_InvFade("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_Rim ("rim power", Range(0,10)) = 1.0
}
Category{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha One
ColorMask RGB
Cull Off Lighting Off ZWrite Off Fog{ Color(0,0,0,0) }
ZTest Off
SubShader{
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#if UNITY_VERSION >= 201810
#pragma multi_compile_instancing
#endif
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
uniform fixed _BWEffectOn;
float _InvFade;
half _Rim;
struct appdata_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
fixed4 viewDir : TEXCOORD0;
#if UNITY_VERSION >= 201810
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD0;
#endif
float3 normal : NORMAL;
float3 viewDir : TEXCOORD1;
#if UNITY_VERSION >= 201810
UNITY_VERTEX_OUTPUT_STEREO //Insert
#endif
};
#if UNITY_VERSION >= 201810
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v); //Insert
UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.normal = v.normal;
o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
fixed4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); //Insert
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = 1 - saturate(_InvFade * (partZ - sceneZ));
i.color.a *= fade;
#endif
i.color = pow(i.color,3);
half rim = saturate(pow(saturate(abs(dot(i.viewDir, i.normal))),_Rim));
i.color.a *= rim;
fixed4 finalCol = 2.0f * i.color * _TintColor;
fixed lum = Luminance(finalCol.xyz);
return finalCol;
}
#else
sampler2D_float _CameraDepthTexture;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.normal = v.normal;
o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
return o;
}
fixed4 frag(v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = 1 - saturate(_InvFade * (partZ - sceneZ));
i.color.a *= fade;
#endif
i.color = pow(i.color,3);
half rim = saturate(pow(saturate(abs(dot(i.viewDir, i.normal))),_Rim));
i.color.a *= rim;
fixed4 finalCol = 2.0f * i.color * _TintColor;
fixed lum = Luminance(finalCol.xyz);
return finalCol;
}
#endif
ENDCG
}
}
}
}