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- Shader "Oculus/OVRVignette"
- {
- Properties
- {
- _Color("Color", Color) = (0,0,0,0)
- [Enum(UnityEngine.Rendering.BlendMode)]_BlendSrc ("Blend Source", Float) = 1
- [Enum(UnityEngine.Rendering.BlendMode)]_BlendDst ("Blend Destination", Float) = 0
- _ZWrite ("Z Write", Float) = 0
- }
- SubShader
- {
- Tags { "IgnoreProjector" = "True" }
-
- Pass
- {
- Blend [_BlendSrc] [_BlendDst]
- ZTest Always
- ZWrite [_ZWrite]
- Cull Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile _ QUADRATIC_FALLOFF
-
- #include "UnityCG.cginc"
-
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : SV_POSITION;
- half4 color : COLOR;
- };
-
- float4 _ScaleAndOffset0[2];
- float4 _ScaleAndOffset1[2];
- float4 _Color;
-
- v2f vert (appdata v)
- {
- v2f o;
-
- float4 scaleAndOffset = lerp(_ScaleAndOffset0[unity_StereoEyeIndex], _ScaleAndOffset1[unity_StereoEyeIndex], v.uv.x);
-
- o.vertex = float4(scaleAndOffset.zw + v.vertex.xy * scaleAndOffset.xy, _ProjectionParams.y, 1);
-
- o.color.rgb = _Color.rgb;
- o.color.a = v.uv.y;
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- #if QUADRATIC_FALLOFF
- i.color.a *= i.color.a;
- #endif
- return i.color;
- }
- ENDCG
- }
- }
- }
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