VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Sample/Materials/Shaders/MultiGradientUI.shader
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

162 lines
5.4 KiB
Plaintext

/*
* 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/MultiGradientUI"
{
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
_Color0("Radial Color 0", Color) = (1, 1, 1, 1)
_GradientPosition0("Gradient Start - End", Vector) = (0,0,1,1)
_Color1("Radial Color 1", Color) = (1, 1, 1, 1)
_GradientPosition1("Gradient Start - End", Vector) = (0,0,1,1)
_Color2("Radial Color 2", Color) = (1, 1, 1, 1)
_GradientPosition2("Gradient Start - End", Vector) = (0,0,1,1)
}
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
#pragma multi_compile __ ADD_UV_NOISE
#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 _Color0;
float4 _GradientPosition0;
float4 _Color1;
float4 _GradientPosition1;
float4 _Color2;
float4 _GradientPosition2;
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 rectSize = input.texcoord.zw;
float2 uv = input.texcoord.xy;
half4 color = half4(0.0, 0.0, 0.0, 0.0);
float2 uvNoise = uv;
float4 grad0 = gradient(uvNoise, _GradientPosition0.xy, _GradientPosition0.z, _Color0);
float4 grad1 = gradient(uvNoise, _GradientPosition1.xy, _GradientPosition1.z, _Color1);
float4 grad2 = gradient(uvNoise, _GradientPosition2.xy, _GradientPosition2.z, _Color2);
color.a = max(max(grad0.a, grad1.a), grad2.a) * input.color.a;
color.rgb = grad0.rgb * grad0.a + grad1.rgb * grad1.a + grad2.rgb * grad2.a;
#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
}
}
}