![Negin Soltani](/assets/img/avatar_default.png)
- Globe Asset - Spatial Anchors - Photon Implementation - Scripts for Globe Control and Initial Country Colorizing - Script for Reading csv file
135 lines
4.3 KiB
GLSL
135 lines
4.3 KiB
GLSL
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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Shader "TheWorldBeyond/PassthroughWall" {
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_EffectPosition("Effect Position", Vector) = (0,1000,0,1)
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_EffectTimer("Effect Timer", Range(0.0,1.0)) = 1.0
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_InvertedMask("Inverted Mask", float) = 1
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_PatternTiling("Pattern Tiling", float) = 1
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[Header(DepthTest)]
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual"
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[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpColor("Blend Color", Float) = 2 //"ReverseSubtract"
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[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlpha("Blend Alpha", Float) = 3 //"Min"
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}
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SubShader
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{
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Tags { "RenderType" = "Transparent" }
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LOD 100
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Pass
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{
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// hack - comment out these 4 lines to see texture in editor view
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ZWrite Off
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ZTest[_ZTest]
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BlendOp[_BlendOpColor],[_BlendOpAlpha]
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Blend Zero One, One One
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CGPROGRAM
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// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members center)
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//#pragma exclude_renderers d3d11
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : NORMAL;
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float4 color : COLOR;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 vertWorld : TEXCOORD1;
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half3 objectScale : TEXCOORD2;
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half4 sin : TEXCOORD3;
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float4 vertexColor : COLOR;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _EffectPosition;
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float _EffectTimer;
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float _InvertedMask;
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float _PatternTiling;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.vertWorld = mul(unity_ObjectToWorld, v.vertex);
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float4 origin = mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0));
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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// finding object scale in the vertex shader
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o.vertexColor = (1 - v.color) * 4;
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half3x3 m = (half3x3)UNITY_MATRIX_M;
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o.objectScale = half3(
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length(half3(m[0][0], m[1][0], m[2][0])),
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length(half3(m[0][1], m[1][1], m[2][1])),
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length(half3(m[0][2], m[1][2], m[2][2]))
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);
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o.sin.x = sin(_Time.y + 0.0) * 0.5 + 0.5;
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o.sin.y = sin(_Time.y + 1.0) * 0.5 + 0.5;
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o.sin.z = sin(_Time.y + 2.0) * 0.5 + 0.5;
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o.sin.w = sin(_Time.y + 3.0) * 0.5 + 0.5;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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float radialDist = distance(i.vertWorld, _EffectPosition) * 10;
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float dist = saturate(radialDist+1 - _EffectTimer * 50);
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// "max" the ring radius
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if (_EffectTimer >= 1.0) {
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dist = 0;
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}
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fixed4 col = tex2D(_MainTex, half2(i.uv.x * _PatternTiling, i.uv.y ) * _MainTex_ST.xy);
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//half debug = saturate( (abs(sin(_Time.y + 0.0)) * 4));
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half colAnimatedR = saturate((col.r * 5) - ((i.sin.x * 5) + i.vertexColor.r));
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half colAnimatedG = saturate((col.g * 5) - ((i.sin.y * 5) + i.vertexColor.r));
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half colAnimatedB = saturate((col.b * 5) - ((i.sin.z * 5) + i.vertexColor.r));
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half colAnimatedA = saturate((col.a * 5) - ((i.sin.w * 5) + i.vertexColor.r));
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float alpha = lerp(dist, 1 - dist, _InvertedMask);
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float final = alpha * saturate(colAnimatedR + colAnimatedG + colAnimatedB + colAnimatedA) ;
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//float final = alpha * saturate(colAnimatedR );
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//clip(final - 0.05);
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return float4(final, final, final, final);
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}
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ENDCG
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}
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}
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}
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