mixedreality/com.microsoft.mixedreality..../Providers/Oculus/XRSDK/MRTK-Quest/Art/Shaders/RimOutline.shader

114 lines
3.7 KiB
GLSL

//------------------------------------------------------------------------------ -
//MRTK - Quest
//https ://github.com/provencher/MRTK-Quest
//------------------------------------------------------------------------------ -
//
//MIT License
//
//Copyright(c) 2020 Eric Provencher
//
//Permission is hereby granted, free of charge, to any person obtaining a copy
//of this software and associated documentation files(the "Software"), to deal
//in the Software without restriction, including without limitation the rights
//to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
//copies of the Software, and to permit persons to whom the Software is
//furnished to do so, subject to the following conditions :
//
//The above copyright notice and this permission notice shall be included in all
//copies or substantial portions of the Software.
//
//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
//SOFTWARE.
//------------------------------------------------------------------------------ -
Shader "Mixed Reality Toolkit/RimOutline"
{
Properties{
_Color("Color", Color) = (1,1,1,1)
_RimColor("Rim Color", Color) = (0.26,0.19,0.16,0.0)
_PressRimColor("Press Rim Color", Color) = (1,1,1,1)
_RimPower("Rim Power", Range(0.5,8.0)) = 6.6
_PressRimPower("Press Rim Power", Range(0.5,8.0)) = 5.0
_PressIntensity("Press Intensity", Range(0, 1.0)) = 1.0
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float3 viewDir: TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v); //Insert
UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert
o.vertex = UnityObjectToClipPos(v.vertex);
o.normal = UnityObjectToWorldNormal(v.normal);
o.viewDir = UnityWorldSpaceViewDir(mul(UNITY_MATRIX_M, v.vertex));
return o;
}
uniform float4 _Color;
uniform float4 _PressRimColor;
uniform float4 _RimColor;
uniform float _RimPower;
uniform float _PressRimPower;
uniform float _PressIntensity;
fixed4 frag(v2f i) : SV_Target
{
half rim = 1.0 - abs(dot(i.viewDir, i.normal));
float rimPower = pow(rim, lerp(_RimPower, _PressRimPower, _PressIntensity));
float3 rimColor = lerp(_RimColor.rgb, _PressRimColor.rgb, _PressIntensity);
float3 emission = rimColor * (rimPower);
float3 color = _Color.rgb;
float4 output = fixed4(color + emission, 1);
return output;
}
ENDCG
}
}
}