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- Shader "Unlit/OVROverlayDestRectEditor"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _SrcRectLeft("SrcRectLeft", Vector) = (0,0,1,1)
- _SrcRectRight("SrcRectRight", Vector) = (0,0,1,1)
- _DestRectLeft ("DestRectLeft", Vector) = (0,0,1,1)
- _DestRectRight("DestRectRight", Vector) = (0,0,1,1)
- _BackgroundColor("Background Color", Color) = (0.225, 0.225, 0.225, 1)
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 100
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- float4 leftDragX : TEXCOORD1;
- float4 leftDragY : TEXCOORD2;
- float4 rightDragX : TEXCOORD3;
- float4 rightDragY : TEXCOORD4;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- float4 _SrcRectLeft;
- float4 _SrcRectRight;
- float4 _DestRectLeft;
- float4 _DestRectRight;
-
- fixed4 _BackgroundColor;
-
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- // Add padding
- o.uv = (o.uv - 0.5) * (256.0 + 8.0) / (256.0) + 0.5;
-
- // left
- o.leftDragX.x = _DestRectLeft.x;
- o.leftDragY.x = _DestRectLeft.y + _DestRectLeft.w * 0.5;
- // right
- o.leftDragX.y = _DestRectLeft.x + _DestRectLeft.z;
- o.leftDragY.y = _DestRectLeft.y + _DestRectLeft.w * 0.5;
- // top
- o.leftDragX.z = _DestRectLeft.x + _DestRectLeft.z * 0.5;
- o.leftDragY.z = _DestRectLeft.y;
- // bottom
- o.leftDragX.w = _DestRectLeft.x + _DestRectLeft.z * 0.5;
- o.leftDragY.w = _DestRectLeft.y + _DestRectLeft.w;
- // right
- o.rightDragX.x = _DestRectRight.x;
- o.rightDragY.x = _DestRectRight.y + _DestRectRight.w * 0.5;
- // right
- o.rightDragX.y = _DestRectRight.x + _DestRectRight.z;
- o.rightDragY.y = _DestRectRight.y + _DestRectRight.w * 0.5;
- // top
- o.rightDragX.z = _DestRectRight.x + _DestRectRight.z * 0.5;
- o.rightDragY.z = _DestRectRight.y;
- // bottom
- o.rightDragX.w = _DestRectRight.x + _DestRectRight.z * 0.5;
- o.rightDragY.w = _DestRectRight.y + _DestRectRight.w;
-
- return o;
- }
-
- float onDrag(float2 uv, float x, float y)
- {
- const float pixelSize = 6;
- return abs(uv.x - x) < ((pixelSize / 2) / 128.0) && abs(uv.y - y) < ((pixelSize / 2) / 128.0);
- }
-
- float onLine(float2 uv, float4 rect)
- {
- return
- (abs(uv.x - rect.x) < (1 / 128.0) && uv.y >= rect.y && uv.y <= rect.y + rect.w) ||
- (abs(uv.x - rect.x - rect.z) < (1 / 128.0) && uv.y >= rect.y && uv.y <= rect.y + rect.w) ||
- (abs(uv.y - rect.y) < (1 / 128.0) && uv.x >= rect.x && uv.x <= rect.x + rect.z) ||
- (abs(uv.y - rect.y - rect.w) < (1 / 128.0) && uv.x >= rect.x && uv.x <= rect.x + rect.z);
- }
-
- float checkerboard(float2 uv)
- {
- float x = floor(uv.x * (16 + 2));
- float y = floor(uv.y * 8);
-
- return 2 * ((x + y) / 2.0 - floor((x + y) / 2.0));
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- float isLeftEye = i.uv < 0.5;
- float2 leftUV = float2(i.uv.x * (256.0 + 32.0) / 128.0, 1 - i.uv.y);
- float2 rightUV = float2(1 - ((1 - i.uv.x) * (256.0 + 32.0) / 128.0), 1 - i.uv.y);
-
- float2 uv = i.uv;
- float2 textureUV = i.uv;
- if (isLeftEye)
- {
- uv = (leftUV - _DestRectLeft.xy) / _DestRectLeft.zw;
- textureUV = uv * _SrcRectLeft.zw + _SrcRectLeft.xy;
- }
- else
- {
- uv = (rightUV - _DestRectRight.xy) / _DestRectRight.zw;
- textureUV = uv * _SrcRectRight.zw + _SrcRectRight.xy;
- }
-
- // sample the texture
- fixed4 col = tex2D(_MainTex, float2(textureUV.x, 1 - textureUV.y));
-
- if (uv.x < 0 || uv.x > 1 || uv.y < 0 || uv.y > 1)
- {
- col.a = 0;
- }
-
- col.rgb = lerp(0.41 - 0.13 * checkerboard(i.uv), col.rgb, col.a);
-
- if (i.uv.x < 0 || i.uv.x > 1 || i.uv.y < 0 || i.uv.y > 1 || abs(i.uv.x - 0.5) < (14 / 256.0))
- {
- col = _BackgroundColor;
- }
-
- // now draw clipping objects
- float left = isLeftEye && (onLine(leftUV, _DestRectLeft) ||
- onDrag(leftUV, i.leftDragX.x, i.leftDragY.x) ||
- onDrag(leftUV, i.leftDragX.y, i.leftDragY.y) ||
- onDrag(leftUV, i.leftDragX.z, i.leftDragY.z) ||
- onDrag(leftUV, i.leftDragX.w, i.leftDragY.w));
-
- float right = (!isLeftEye) && (onLine(rightUV, _DestRectRight) ||
- onDrag(rightUV, i.rightDragX.x, i.rightDragY.x) ||
- onDrag(rightUV, i.rightDragX.y, i.rightDragY.y) ||
- onDrag(rightUV, i.rightDragX.z, i.rightDragY.z) ||
- onDrag(rightUV, i.rightDragX.w, i.rightDragY.w));
-
- return lerp(col, fixed4(left, right, 0, 1), left || right);
- }
- ENDCG
- }
- }
- }
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