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GroundingShadowMotif.shader
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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* 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 "Meta/GroundingShadowMotif"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint Color", Color) = (1, 1, 1, 1)
_FadeStart ("Fade Start", Float) = 0.1
_FadeRange ("Fade Range", Float) = 0.05
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ HARD_OCCLUSION SOFT_OCCLUSION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.meta.xr.sdk.core/Shaders/EnvironmentDepth/URP/EnvironmentOcclusionURP.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
float3 posWorld : TEXCOORD1;
float3 posView : TEXCOORD2;
float4 color : COLOR0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float _FadeStart;
float _FadeRange;
v2f vert (appdata v)
{
v2f output;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.uv = TRANSFORM_TEX(v.uv, _MainTex);
output.positionCS = TransformObjectToHClip(v.vertex.xyz);
output.posWorld = TransformObjectToWorld(v.vertex.xyz);
output.posView = mul(UNITY_MATRIX_MV, v.vertex).xyz;
output.color = v.color;
return output;
}
float4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
// Sample the texture and apply tint color
float4 spriteColor = tex2D(_MainTex, i.uv) * _Color * i.color;
// Apply clipping and fading effect using depth information
float sceneDepth = -i.posView.z;
float4 depthSpace = mul(_EnvironmentDepthReprojectionMatrices[unity_StereoEyeIndex], float4(i.posWorld, 1.0));
float2 uvCoords = (depthSpace.xy / depthSpace.w + 1.0f) * 0.5f;
float environmentDepth = SampleEnvironmentDepthLinear(uvCoords);
float depthDifference = abs(environmentDepth - sceneDepth);
// Calculate fade based on depth difference
float alpha = saturate((_FadeStart + _FadeRange - depthDifference) / _FadeRange);
// Adjust the alpha of the sprite
spriteColor.a *= alpha;
// Discard if alpha is zero to create clipping effect
if (spriteColor.a <= 0.0f)
discard;
return spriteColor;
}
ENDHLSL
}
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ HARD_OCCLUSION SOFT_OCCLUSION
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.meta.xr.sdk.core/Shaders/EnvironmentDepth/BiRP/EnvironmentOcclusionBiRP.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
float3 posWorld : TEXCOORD1;
float3 posView : TEXCOORD2;
float4 color : COLOR0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float _FadeStart;
float _FadeRange;
v2f vert (appdata v)
{
v2f output;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.uv = TRANSFORM_TEX(v.uv, _MainTex);
output.positionCS = UnityObjectToClipPos(v.vertex.xyz);
output.posWorld = mul(unity_ObjectToWorld, v.vertex).xyz;
output.posView = mul(UNITY_MATRIX_MV, v.vertex).xyz;
output.color = v.color;
return output;
}
float4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
// Sample the texture and apply tint color
float4 spriteColor = tex2D(_MainTex, i.uv) * _Color * i.color;
// Apply clipping and fading effect using depth information
float sceneDepth = -i.posView.z;
float4 depthSpace = mul(_EnvironmentDepthReprojectionMatrices[unity_StereoEyeIndex], float4(i.posWorld, 1.0));
float2 uvCoords = (depthSpace.xy / depthSpace.w + 1.0f) * 0.5f;
float environmentDepth = SampleEnvironmentDepthLinear(uvCoords);
float depthDifference = abs(environmentDepth - sceneDepth);
// Calculate fade based on depth difference
float alpha = saturate((_FadeStart + _FadeRange - depthDifference) / _FadeRange);
// Adjust the alpha of the sprite
spriteColor.a *= alpha;
// Discard if alpha is zero to create clipping effect
if (spriteColor.a <= 0.0f)
discard;
return spriteColor;
}
ENDCG
}
}
}