Shader "VRTK/VRTK_TunnelEffect" { Properties { _Color("Color Tint", Color) = (0,0,0,1) _MainTex ("Texture", 2D) = "white" {} _AngularVelocity ("Angular Velocity", Float) = 0 _FeatherSize ("Feather Size", Float) = 0.1 _SecondarySkyBox("Cage SkyBox", Cube) = "" {} } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always 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; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; float4 _MainTex_ST; float _AngularVelocity; float _FeatherSize; half4 _Color; samplerCUBE _SecondarySkyBox; float4x4 _EyeProjection[2]; float4x4 _EyeToWorld[2]; fixed4 frag (v2f i) : SV_Target { float2 uv = UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST); fixed4 col = tex2D(_MainTex, uv); float2 coords = (i.uv - 0.5) * 2; float4 viewPos = mul(_EyeProjection[unity_StereoEyeIndex], float4(coords, 0, 1)); viewPos.xyz /= viewPos.w; float radius = length(viewPos.xy / (_ScreenParams.xy / 2)) / 2; float avMin = (1 - _AngularVelocity) - _FeatherSize; float avMax = (1 - _AngularVelocity) + _FeatherSize; float t = saturate((radius - avMin) / (avMax - avMin)); float3 rayDir = mul(_EyeToWorld[unity_StereoEyeIndex], viewPos).xyz; half4 skyData = texCUBE(_SecondarySkyBox, normalize(rayDir)); return lerp(col, skyData * _Color, t); } ENDCG } } }