VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Sample/Materials/Shaders/LinearGradientUI.shader
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2025-09-08 11:04:02 +03:00

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/*
* 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/LinearGradientUI"
{
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
_LinearGradientColor1 ("Linear Gradient Color 1", Color) = (1, 1, 1, 1)
_LinearGradientColor2 ("Linear Gradient Color 2", Color) = (1, 1, 1, 1)
_LinearGradientStart ("Linear Gradient Start", Vector) = (0, 0, 0, 0)
_LinearGradientEnd ("Linear Gradient End", Vector) = (1, 1, 0, 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 [_ColorMask]
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"
struct vertexInput
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct fragmentInput
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _LinearGradientColor1;
float4 _LinearGradientColor2;
float2 _LinearGradientStart;
float2 _LinearGradientEnd;
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);
output.texcoord = input.texcoord;
output.color = input.color * _Color;
return output;
}
float4 gradient(float2 uv, float2 center, float radius, float4 color) {
float dist = 1.0 - saturate(length(center - uv) / radius);
return lerp(float4(color.rgb, 0.0), color, dist);
}
fixed4 frag (fragmentInput input) : SV_Target
{
float2 uv = input.texcoord.xy;
half4 color = half4(0.0, 0.0, 0.0, 0.0);
// Calculate the linear gradient
float t = dot(uv - _LinearGradientStart, _LinearGradientEnd - _LinearGradientStart) / dot(_LinearGradientEnd - _LinearGradientStart, _LinearGradientEnd - _LinearGradientStart);
t = clamp(t, 0, 1);
color = lerp(_LinearGradientColor1, _LinearGradientColor2, t);
// Blend with the Image component's color
color = color + input.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(input.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}