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 } } }