Assignment for RMIT Mixed Reality in 2020
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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
}
}
}