FittsLaw/Assets/GoogleVR/Shaders/GvrReticleShader.shader
2018-10-08 23:54:11 -04:00

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// Copyright 2015 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
Shader "GoogleVR/Reticle" {
Properties {
_Color ("Color", Color) = ( 1, 1, 1, 1 )
_InnerDiameter ("InnerDiameter", Range(0, 10.0)) = 1.5
_OuterDiameter ("OuterDiameter", Range(0.00872665, 10.0)) = 2.0
_DistanceInMeters ("DistanceInMeters", Range(0.0, 100.0)) = 2.0
}
SubShader {
Tags { "Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent" }
Pass {
Blend SrcAlpha OneMinusSrcAlpha
AlphaTest Off
Cull Back
Lighting Off
ZWrite Off
ZTest Always
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float4 _Color;
uniform float _InnerDiameter;
uniform float _OuterDiameter;
uniform float _DistanceInMeters;
struct vertexInput {
float4 vertex : POSITION;
};
struct fragmentInput{
float4 position : SV_POSITION;
};
fragmentInput vert(vertexInput i) {
float scale = lerp(_OuterDiameter, _InnerDiameter, i.vertex.z);
float3 vert_out = float3(i.vertex.x * scale, i.vertex.y * scale, _DistanceInMeters);
fragmentInput o;
o.position = UnityObjectToClipPos (vert_out);
return o;
}
fixed4 frag(fragmentInput i) : SV_Target {
fixed4 ret = _Color;
return ret;
}
ENDCG
}
}
}