Assignment for RMIT Mixed Reality in 2020
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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
}
}
}