145 lines
4.6 KiB
GLSL
145 lines
4.6 KiB
GLSL
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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Shader "Unlit/VideoPlayerAnimBackground"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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[HideInInspector] _StencilComp ("Stencil Comparison", Float) = 0
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[HideInInspector] _Stencil ("Stencil ID", Float) = 0
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[HideInInspector] _StencilOp ("Stencil Operation", Float) = 0
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[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
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[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha, OneMinusDstAlpha One
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ColorMask RGBA
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "../../ThirdParty/Box2DSignedDistance.cginc"
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struct vertexInput
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct fragmentInput
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{
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float4 vertex : SV_POSITION;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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//--------------------
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float2 columnDirection;
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float2 rowDirection;
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float animationTime;
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float3 colorA;
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float3 colorB;
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fragmentInput vert(vertexInput input)
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{
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fragmentInput output;
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UNITY_INITIALIZE_OUTPUT(fragmentInput, output);
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.worldPosition = input.vertex;
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output.vertex = UnityObjectToClipPos(output.worldPosition);
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return output;
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}
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float modSection(float dist, float size, float offset) {
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float distOffset = dist + offset;
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float absDist = abs(distOffset);
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float value = (absDist % size) / size;
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return distOffset < 0.0 ? 1.0 - value : value;
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}
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fixed4 frag(fragmentInput input) : SV_Target {
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float xDist = dot(input.worldPosition.xy, rowDirection);
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float yDist = dot(input.worldPosition.xy, columnDirection);
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const float size = 80.0;
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const float offset = size * 0.5f;
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float columnIndex = (abs(floor(xDist / size)) % 2.0);
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float animDirection = 1.0 - 2.0 * columnIndex;
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yDist += animationTime * 20.0 * animDirection;
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float u = modSection(xDist, size, 0.0);
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float v = modSection(yDist, size, columnIndex * offset);
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float2 uv = float2(u, v);
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float boxDist = sdRoundBox(uv - (0.5).xx, (0.35).xx, (0.1).xxxx);
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float3 color = lerp(colorA, colorB, step(0.01, boxDist));
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return float4(color, 1.0);
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}
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ENDCG
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}
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}
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}
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