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

145 lines
4.6 KiB
GLSL

/*
* 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/VideoPlayerAnimBackground"
{
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
}
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 RGBA
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"
#include "../../ThirdParty/Box2DSignedDistance.cginc"
struct vertexInput
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct fragmentInput
{
float4 vertex : SV_POSITION;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed4 _TextureSampleAdd;
//--------------------
float2 columnDirection;
float2 rowDirection;
float animationTime;
float3 colorA;
float3 colorB;
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);
return output;
}
float modSection(float dist, float size, float offset) {
float distOffset = dist + offset;
float absDist = abs(distOffset);
float value = (absDist % size) / size;
return distOffset < 0.0 ? 1.0 - value : value;
}
fixed4 frag(fragmentInput input) : SV_Target {
float xDist = dot(input.worldPosition.xy, rowDirection);
float yDist = dot(input.worldPosition.xy, columnDirection);
const float size = 80.0;
const float offset = size * 0.5f;
float columnIndex = (abs(floor(xDist / size)) % 2.0);
float animDirection = 1.0 - 2.0 * columnIndex;
yDist += animationTime * 20.0 * animDirection;
float u = modSection(xDist, size, 0.0);
float v = modSection(yDist, size, columnIndex * offset);
float2 uv = float2(u, v);
float boxDist = sdRoundBox(uv - (0.5).xx, (0.35).xx, (0.1).xxxx);
float3 color = lerp(colorA, colorB, step(0.01, boxDist));
return float4(color, 1.0);
}
ENDCG
}
}
}