VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Shaders/OculusHandFillCG.cginc
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

148 lines
4.7 KiB
HLSL

/*
* 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_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
//
struct VertexInput {
float4 vertex : POSITION;
half3 normal : NORMAL;
half4 vertexColor : COLOR;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
half4 glowColor : COLOR;
float4 texcoord1 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput baseVertex(VertexInput v) {
VertexOutput 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);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord1 = v.texcoord1;
half4 maskPixelColor = tex2Dlod( _FingerGlowMask, float4(v.texcoord.xy, 0.0, 0.0));
o.glowColor.rgb = float3(0.0, 0.0, 0.0);
o.glowColor.a = saturate(maskPixelColor.a + _WristFade) * _Opacity;
return o;
}
#include "GlowFunctions.cginc"
void getFingerStrength(out float fingerStrength[5]) {
float strengthValuesUniforms[5] = {
_ThumbGlowValue,
_IndexGlowValue,
_MiddleGlowValue,
_RingGlowValue,
_PinkyGlowValue
};
fingerStrength = strengthValuesUniforms;
}
void getFillFingerLines(out float4 lines[5]) {
float4 _lines[5] = {
_ThumbLine,
_IndexLine,
_MiddleLine,
_RingLine,
_PinkyLine
};
lines = _lines;
}
float4 getFillFingerLineByIndex(int index) {
if(index == 0) { return _ThumbLine; }
if(index == 1) { return _IndexLine; }
if(index == 2) { return _MiddleLine; }
if(index == 3) { return _RingLine; }
if(index == 4) { return _PinkyLine; }
return float4(0.0,0.0,0.0,0.0);
}
half4 applyGlow(int glowType, float3 color, float alpha, float2 texCoord, float3 worldPosition) {
if (glowType == 30 || glowType == 32) {
float4 gradientLine = getFillFingerLineByIndex(_FingerGlowIndex);
float2 gradientRadius = getFingerRadiusByIndex(_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 == 27 || glowType == 29) {
float fingerStrength[5];
getFingerStrength(fingerStrength);
float4 lines[5];
getFillFingerLines(lines);
float2 fingerRadius[5];
getFingerRadius(fingerRadius);
float glowValue = movingFingersGradient(texCoord, fingerStrength, _GlowParameter, lines, fingerRadius);
return half4(color + _GlowColor * glowValue, alpha);
}
else if (glowType == 16 || glowType == 17) {
float gradient = invertedSphereGradient(_GlowPosition, worldPosition, _GlowMaxLength);
float3 glowColor = _GlowColor * gradient * _GlowParameter;
return float4(saturate(color + glowColor), alpha);
}
else if (glowType == 11 || glowType == 15) {
float gradient = movingSphereGradient(_GlowPosition, worldPosition, _GlowMaxLength, _GlowParameter, 1.5);
float3 glowColor = _GlowColor * gradient;
return float4(saturate(color + glowColor), alpha);
}
else {
return half4(color, alpha);
}
}
half4 baseFragment(VertexOutput i) : SV_Target {
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
float fresnelNdot = dot(i.worldNormal, worldViewDir);
float fresnel = 1.0 * pow(1.0 - fresnelNdot, _FresnelPower);
float4 color = lerp(_ColorTop, _ColorBottom, fresnel);
if (_GenerateGlow == 1) {
return applyGlow(_GlowType, color.rgb, i.glowColor.a, i.texcoord1, i.worldPos);
} else {
return half4(color.rgb, i.glowColor.a);
}
}