84 lines
2.3 KiB
GLSL
84 lines
2.3 KiB
GLSL
Shader "Oculus/OVRVignette"
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{
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Properties
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{
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_Color("Color", Color) = (0,0,0,0)
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[Enum(UnityEngine.Rendering.BlendMode)]_BlendSrc ("Blend Source", Int) = 1
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[Enum(UnityEngine.Rendering.BlendMode)]_BlendDst ("Blend Destination", Int) = 0
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[Toggle]_ZWrite ("Z Write", Int) = 0
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_StencilRef ("Stencil Ref", Int) = 0
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[Enum(UnityEngine.Rendering.StencilOp)]_StencilOp ("Stencil Op", Int) = 0
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_ColorMask ("Color Mask", Int) = 15
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}
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SubShader
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{
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Tags { "IgnoreProjector" = "True" }
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Pass
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{
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Blend [_BlendSrc] [_BlendDst]
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ZTest Always
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ZWrite [_ZWrite]
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Cull Off
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ColorMask [_ColorMask]
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Stencil
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{
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Ref [_StencilRef]
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Pass [_StencilOp]
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ QUADRATIC_FALLOFF
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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half4 color : COLOR;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 _ScaleAndOffset0[2];
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float4 _ScaleAndOffset1[2];
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float4 _Color;
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float4 scaleAndOffset = lerp(_ScaleAndOffset0[unity_StereoEyeIndex], _ScaleAndOffset1[unity_StereoEyeIndex], v.uv.x);
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o.vertex = float4(scaleAndOffset.zw + v.vertex.xy * scaleAndOffset.xy, UNITY_NEAR_CLIP_VALUE, 1);
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o.color.rgb = _Color.rgb;
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o.color.a = v.uv.y;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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#if QUADRATIC_FALLOFF
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i.color.a *= i.color.a;
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#endif
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return i.color;
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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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