73 lines
2.0 KiB
Plaintext
73 lines
2.0 KiB
Plaintext
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// Copyright 2015 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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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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Shader "GoogleVR/Reticle" {
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Properties {
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_Color ("Color", Color) = ( 1, 1, 1, 1 )
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_InnerDiameter ("InnerDiameter", Range(0, 10.0)) = 1.5
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_OuterDiameter ("OuterDiameter", Range(0.00872665, 10.0)) = 2.0
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_DistanceInMeters ("DistanceInMeters", Range(0.0, 100.0)) = 2.0
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}
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SubShader {
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Tags { "Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Pass {
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Blend SrcAlpha OneMinusSrcAlpha
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AlphaTest Off
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Cull Back
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Lighting Off
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ZWrite Off
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ZTest Always
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Fog { Mode Off }
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CGPROGRAM
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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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uniform float4 _Color;
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uniform float _InnerDiameter;
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uniform float _OuterDiameter;
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uniform float _DistanceInMeters;
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struct vertexInput {
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float4 vertex : POSITION;
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};
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struct fragmentInput{
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float4 position : SV_POSITION;
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};
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fragmentInput vert(vertexInput i) {
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float scale = lerp(_OuterDiameter, _InnerDiameter, i.vertex.z);
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float3 vert_out = float3(i.vertex.x * scale, i.vertex.y * scale, _DistanceInMeters);
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fragmentInput o;
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o.position = UnityObjectToClipPos (vert_out);
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return o;
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}
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fixed4 frag(fragmentInput i) : SV_Target {
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fixed4 ret = _Color;
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return ret;
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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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