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