/* * 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. */ Shader "Unlit/VideoPlayerAnimBackground" { Properties { [PerRendererData] _MainTex ("Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [HideInInspector] _StencilComp ("Stencil Comparison", Float) = 0 [HideInInspector] _Stencil ("Stencil ID", Float) = 0 [HideInInspector] _StencilOp ("Stencil Operation", Float) = 0 [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255 [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha, OneMinusDstAlpha One ColorMask RGBA Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP #include "UnityCG.cginc" #include "UnityUI.cginc" #include "../../ThirdParty/Box2DSignedDistance.cginc" struct vertexInput { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct fragmentInput { float4 vertex : SV_POSITION; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; fixed4 _TextureSampleAdd; //-------------------- float2 columnDirection; float2 rowDirection; float animationTime; float3 colorA; float3 colorB; fragmentInput vert(vertexInput input) { fragmentInput output; UNITY_INITIALIZE_OUTPUT(fragmentInput, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.worldPosition = input.vertex; output.vertex = UnityObjectToClipPos(output.worldPosition); return output; } float modSection(float dist, float size, float offset) { float distOffset = dist + offset; float absDist = abs(distOffset); float value = (absDist % size) / size; return distOffset < 0.0 ? 1.0 - value : value; } fixed4 frag(fragmentInput input) : SV_Target { float xDist = dot(input.worldPosition.xy, rowDirection); float yDist = dot(input.worldPosition.xy, columnDirection); const float size = 80.0; const float offset = size * 0.5f; float columnIndex = (abs(floor(xDist / size)) % 2.0); float animDirection = 1.0 - 2.0 * columnIndex; yDist += animationTime * 20.0 * animDirection; float u = modSection(xDist, size, 0.0); float v = modSection(yDist, size, columnIndex * offset); float2 uv = float2(u, v); float boxDist = sdRoundBox(uv - (0.5).xx, (0.35).xx, (0.1).xxxx); float3 color = lerp(colorA, colorB, step(0.01, boxDist)); return float4(color, 1.0); } ENDCG } } }