/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #pragma multi_compile_local __ CONFIDENCE #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 // struct OutlineVertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct OutlineVertexOutput { float4 vertex : SV_POSITION; half4 color : TEXCOORD1; float3 worldPos : TEXCOORD2; float4 texcoord1 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; OutlineVertexOutput outlineVertex(OutlineVertexInput v) { OutlineVertexOutput o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_TRANSFER_INSTANCE_ID(v, o); o.worldPos = mul(unity_ObjectToWorld, v.vertex); v.vertex.xyz += v.normal * _OutlineWidth; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord1 = v.texcoord1; half4 maskPixelColor = tex2Dlod(_FingerGlowMask, v.texcoord); o.color.rgb = _OutlineColor; o.color.a = saturate(maskPixelColor.a + _WristFade) * _OutlineColor.a * _OutlineOpacity; return o; } #include "GlowFunctions.cginc" void getFingerStrength(out float fingerStrength[5]) { float strengthValuesUniforms[5] = { _ThumbGlowValue, _IndexGlowValue, _MiddleGlowValue, _RingGlowValue, _PinkyGlowValue }; fingerStrength = strengthValuesUniforms; } void getOutlineFingerLines(out float4 lines[5]) { float4 _lines[5] = { _PalmThumbLine, _PalmIndexLine, _PalmMiddleLine, _PalmRingLine, _PalmPinkyLine }; lines = _lines; } float4 getOutlineFingerLinesByIndex(int index) { if(index == 0) { return _PalmThumbLine; } if(index == 1) { return _PalmIndexLine; } if(index == 2) { return _PalmMiddleLine; } if(index == 3) { return _PalmRingLine; } if(index == 4) { return _PalmPinkyLine; } return float4(0.0,0.0,0.0,0.0); } half4 applyGlow(int glowType, float3 color, float alpha, float2 texCoord, float3 worldPosition) { if (glowType == 31 || glowType == 32) { float4 gradientLine = getOutlineFingerLinesByIndex(_FingerGlowIndex); float2 gradientRadius = getPalmFingerRadiusByIndex(_FingerGlowIndex); bool useGlow; float2 fingerGradient = movingFingerGradient(texCoord, gradientLine, gradientRadius, _GlowParameter, _GlowMaxLength, useGlow); if (useGlow) { float param = 1.0 - fingerGradient.y; float glowValue = saturate(param * param * step(0.0, param)); return half4(color + _GlowColor * glowValue, alpha); }else { return half4(color, alpha); } } else if (glowType == 28 || glowType == 29) { float fingerStrength[5]; getFingerStrength(fingerStrength); float4 lines[5]; getOutlineFingerLines(lines); float2 fingerRadius[5]; getPalmFingerRadius(fingerRadius); float glowValue = fingerLineGlow(texCoord, fingerStrength, 30, lines, fingerRadius); return half4(color + _GlowColor * glowValue, alpha); } else if (glowType == 16 || glowType == 18) { float gradient = invertedSphereGradient(_GlowPosition, worldPosition, _GlowMaxLength); float3 glowColor = _GlowColor * gradient * _GlowParameter; return float4(saturate(color + glowColor), alpha); } else if (glowType == 12 || glowType == 15) { float gradient = movingSphereGradient(_GlowPosition, worldPosition, _GlowMaxLength, _GlowParameter, 1.5); float3 glowColor = _GlowColor * gradient; return float4(saturate(color + glowColor), alpha); } else { return float4(color, alpha); } } half4 outlineFragment(OutlineVertexOutput i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); half4 fragColor; if (_GenerateGlow == 1) { fragColor = applyGlow(_GlowType, i.color.rgb, i.color.a, i.texcoord1, i.worldPos); } else { fragColor = i.color; } return fragColor; }