Assignment for RMIT Mixed Reality in 2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

232 lines
4.8 KiB

Shader "Hidden/LinearMaterial"
{
Properties
{
_MainTex( "Texture", any ) = "" {}
_BackGround( "Back", 2D) = "white" {}
}
SubShader
{
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
sampler2D _MainTex;
uniform float4 _MainTex_ST;
float4 _Mask;
uniform float4x4 unity_GUIClipTextureMatrix;
sampler2D _GUIClipTexture;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
v2f vert( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos( v.vertex );
o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
float3 eyePos = UnityObjectToViewPos( v.vertex );
o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
return o;
}
fixed4 frag( v2f i ) : SV_Target
{
float4 c = tex2D( _MainTex, i.texcoord );
c.rgb *= _Mask.rgb;
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
return c;
}
ENDCG
}
Pass { // sphere preview = true, alpha mask = false
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
sampler2D _MainTex;
uniform float4 _MainTex_ST;
float _InvertedZoom;
float4 _Mask;
uniform float4x4 unity_GUIClipTextureMatrix;
sampler2D _GUIClipTexture;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
v2f vert( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos( v.vertex );
o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
float3 eyePos = UnityObjectToViewPos( v.vertex );
o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
return o;
}
fixed4 frag( v2f i ) : SV_Target
{
float2 p = 2 * i.texcoord - 1;
float r = sqrt( dot( p,p ) );
float alpha = saturate( ( 1 - r )*( 45 * _InvertedZoom + 5 ) );
float4 c = tex2D( _MainTex, i.texcoord );
c.rgb *= _Mask.rgb;
c.rgb *= alpha;
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
return c;
}
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _BackGround;
uniform float4 _MainTex_ST;
uniform float4 _BackGround_ST;
float _InvertedZoom;
float4 _Mask;
uniform float4x4 unity_GUIClipTextureMatrix;
sampler2D _GUIClipTexture;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
v2f vert( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos( v.vertex );
o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
float3 eyePos = UnityObjectToViewPos( v.vertex );
o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
return o;
}
fixed4 frag( v2f i ) : SV_Target
{
float3 back = tex2D( _BackGround, ( i.texcoord * 2 - 1 ) * _InvertedZoom).b;
float4 c = tex2D( _MainTex, i.texcoord );
c.rgb *= _Mask.rgb;
c.rgb = lerp( back, c.rgb, c.a );
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
return c;
}
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _BackGround;
uniform float4 _MainTex_ST;
uniform float4 _BackGround_ST;
float _InvertedZoom;
float4 _Mask;
uniform float4x4 unity_GUIClipTextureMatrix;
sampler2D _GUIClipTexture;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
v2f vert( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos( v.vertex );
o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
float3 eyePos = UnityObjectToViewPos( v.vertex );
o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
return o;
}
fixed4 frag( v2f i ) : SV_Target
{
float2 p = 2 * i.texcoord - 1;
float3 back = tex2D( _BackGround, p * _InvertedZoom).b;
float r = sqrt( dot( p,p ) );
float alpha = saturate( ( 1 - r )*( 45 * _InvertedZoom + 5 ) );
float4 c = 0;
c = tex2D( _MainTex, i.texcoord );
c.rgb *= _Mask.rgb;
c.rgb = lerp( back, c.rgb, c.a * alpha);
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
return c;
}
ENDCG
}
}
Fallback Off
}