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

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/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities 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 "Interaction/RoundedBoxUnlit"
{
Properties
{
_Color("Color", Color) = (0, 0, 0, 1)
_BorderColor("BorderColor", Color) = (0, 0, 0, 1)
// width, height, border radius, unused
_Dimensions("Dimensions", Vector) = (0, 0, 0, 0)
// radius corners
_Radii("Radii", Vector) = (0, 0, 0, 0)
// defaults to LEqual
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4
//Border X, Inner Y
_ProximityStrength("Proximity Strength", Vector) = (0,0,0,0)
_ProximityTransitionRange("Proximity Transition Range", Vector) = (0,1,0,0)
_ProximityColor("Proximity Color", Color) = (0,0,0,1)
}
SubShader
{
Tags
{
"Queue"="Transparent" "RenderType"="Transparent"
}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
ZTest [_ZTest]
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "../ThirdParty/Box2DSignedDistance.cginc"
struct appdata
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
fixed4 borderColor : TEXCOORD1;
fixed4 dimensions : TEXCOORD2;
fixed4 radii : TEXCOORD3;
fixed3 positionWorld: TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _BorderColor)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Dimensions)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Radii)
//Proximity Spheres XYZ position W radius
UNITY_DEFINE_INSTANCED_PROP(int, _ProximitySphereCount)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere0)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere1)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere2)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere3)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere4)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere5)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere6)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere7)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere8)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximitySphere9)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _ProximityColor)
UNITY_DEFINE_INSTANCED_PROP(fixed2, _ProximityTransitionRange)
UNITY_DEFINE_INSTANCED_PROP(fixed2, _ProximityStrength)
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.radii = UNITY_ACCESS_INSTANCED_PROP(Props, _Radii);
o.dimensions = UNITY_ACCESS_INSTANCED_PROP(Props, _Dimensions);
o.borderColor = UNITY_ACCESS_INSTANCED_PROP(Props, _BorderColor);
o.color = UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
o.positionWorld = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)).xyz;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = (v.uv-float2(.5f,.5f))*2.0f*o.dimensions.xy;
return o;
}
float inverseLerp(float t, float a, float b) {
return (t - a)/(b - a);
}
float getProximityMinDistance(float3 positionWorld, int proxSphereCount, fixed4 proxSpheres[10]) {
float minDistance = 0.0;
for(int i = 0; i < proxSphereCount; i++) {
float3 spherePos = proxSpheres[i].xyz;
float sphereRadius = proxSpheres[i].w;
float distance = length(positionWorld - spherePos);
distance = min(distance - sphereRadius, 0.0);
minDistance = min(distance, minDistance);
}
return minDistance;
}
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
fixed4 proxSpheres[10] = {
UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere0),
UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere1),
UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere2),
UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere3),
UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere4),
UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere5),
UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere6),
UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere7),
UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere8),
UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphere9),
};
int proxSphereCount = UNITY_ACCESS_INSTANCED_PROP(Props, _ProximitySphereCount);
float2 proximityTransitionRange = UNITY_ACCESS_INSTANCED_PROP(Props, _ProximityTransitionRange);
float2 proximityStrength = UNITY_ACCESS_INSTANCED_PROP(Props, _ProximityStrength);
float4 proximityColor = UNITY_ACCESS_INSTANCED_PROP(Props, _ProximityColor);
float proxDistance = 0.0;
if(proxSphereCount > 0) {
proxDistance = abs(getProximityMinDistance(i.positionWorld, proxSphereCount, proxSpheres));
}
float dist = sdRoundBox(i.uv, i.dimensions.xy - i.dimensions.ww * 2.0f, i.radii);
float2 ddDist = float2(ddx(dist), ddy(dist));
float ddDistLen = length(ddDist);
float outerRadius = i.dimensions.w;
float innerRadius = i.dimensions.z;
float borderMask = (outerRadius > 0.0f | innerRadius > 0.0f)? 1.0 : 0.0;
float outerDist = dist - outerRadius * 2.0;
float outerDistOverLen = outerDist / ddDistLen;
clip(1.0 - outerDistOverLen < 0.1f ? -1:1);
float innerDist = dist + innerRadius * 2.0;
float innerDistOverLen = innerDist / ddDistLen;
float4 borderColor = i.borderColor;
float4 innerColor = i.color;
if(proxSphereCount > 0) {
float normalizedDistance = saturate(inverseLerp(proxDistance, proximityTransitionRange.x, proximityTransitionRange.y));
normalizedDistance = sin((normalizedDistance - 0.5) * 3.14) * 0.5 + 0.5;
borderColor = lerp(borderColor, proximityColor, normalizedDistance * proximityStrength.x);
innerColor = lerp(innerColor, proximityColor, normalizedDistance * proximityStrength.y);
}
float colorLerpParam = saturate(innerDistOverLen) * borderMask;
float4 elementMainColor = lerp(innerColor, borderColor, colorLerpParam);
float4 fragColor = elementMainColor;
fragColor.a *= (1.0 - saturate(outerDistOverLen));
return fragColor;
}
ENDCG
}
}
}