130 lines
4.1 KiB
Plaintext
130 lines
4.1 KiB
Plaintext
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Used for the teleport markers
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//
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//=============================================================================
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// UNITY_SHADER_NO_UPGRADE
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Shader "Valve/VR/Highlight"
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{
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Properties
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{
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_TintColor( "Tint Color", Color ) = ( 1, 1, 1, 1 )
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_SeeThru( "SeeThru", Range( 0.0, 1.0 ) ) = 0.25
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_Darken( "Darken", Range( 0.0, 1.0 ) ) = 0.0
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_MainTex( "MainTex", 2D ) = "white" {}
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}
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//-------------------------------------------------------------------------------------------------------------------------------------------------------------
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CGINCLUDE
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// Pragmas --------------------------------------------------------------------------------------------------------------------------------------------------
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#pragma target 5.0
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#pragma only_renderers d3d11 vulkan glcore
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#pragma exclude_renderers gles
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// Includes -------------------------------------------------------------------------------------------------------------------------------------------------
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#include "UnityCG.cginc"
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// Structs --------------------------------------------------------------------------------------------------------------------------------------------------
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struct VertexInput
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct VertexOutput
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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};
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// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _TintColor;
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float _SeeThru;
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float _Darken;
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// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
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VertexOutput MainVS( VertexInput i )
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{
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VertexOutput o;
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#if UNITY_VERSION >= 540
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o.vertex = UnityObjectToClipPos(i.vertex);
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#else
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o.vertex = mul(UNITY_MATRIX_MVP, i.vertex);
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#endif
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o.uv = TRANSFORM_TEX( i.uv, _MainTex );
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o.color = i.color;
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return o;
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}
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// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
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float4 MainPS( VertexOutput i ) : SV_Target
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{
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float4 vTexel = tex2D( _MainTex, i.uv ).rgba;
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float4 vColor = vTexel.rgba * _TintColor.rgba * i.color.rgba;
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vColor.rgba = saturate( 2.0 * vColor.rgba );
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float flAlpha = vColor.a;
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vColor.rgb *= vColor.a;
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vColor.a = lerp( 0.0, _Darken, flAlpha );
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return vColor.rgba;
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}
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// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
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float4 SeeThruPS( VertexOutput i ) : SV_Target
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{
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float4 vTexel = tex2D( _MainTex, i.uv ).rgba;
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float4 vColor = vTexel.rgba * _TintColor.rgba * i.color.rgba * _SeeThru;
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vColor.rgba = saturate( 2.0 * vColor.rgba );
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float flAlpha = vColor.a;
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vColor.rgb *= vColor.a;
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vColor.a = lerp( 0.0, _Darken, flAlpha * _SeeThru );
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return vColor.rgba;
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}
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ENDCG
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SubShader
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{
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Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
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LOD 100
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// Behind Geometry ---------------------------------------------------------------------------------------------------------------------------------------------------
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Pass
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{
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// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
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Blend One OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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ZTest Greater
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CGPROGRAM
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#pragma vertex MainVS
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#pragma fragment SeeThruPS
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ENDCG
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}
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Pass
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{
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// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
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Blend One OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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ZTest LEqual
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CGPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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ENDCG
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}
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}
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}
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