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208 lines
4.6 KiB
208 lines
4.6 KiB
2 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unlit/InsideSphere"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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[KeywordEnum(None, Top_Bottom, Left_Right)] Stereo ("Stereo Mode", Float) = 0
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[Toggle(STEREO_DEBUG)] _StereoDebug ("Stereo Debug Tinting", Float) = 0
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[Toggle(HIGH_QUALITY)] _HighQuality ("High Quality", Float) = 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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ZWrite On
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ZTest Always
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Cull Front
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Pass
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{
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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//#define STEREO_DEBUG 1
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//#define HIGH_QUALITY 1
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#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT
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#pragma multi_compile STEREO_DEBUG_OFF STEREO_DEBUG
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#pragma multi_compile HIGH_QUALITY_OFF HIGH_QUALITY
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struct appdata
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{
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float4 vertex : POSITION; // vertex position
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#if HIGH_QUALITY
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float3 normal : NORMAL;
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#else
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float2 uv : TEXCOORD0; // texture coordinate
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#endif
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};
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struct v2f
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{
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float4 vertex : SV_POSITION; // clip space position
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#if HIGH_QUALITY
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float3 normal : TEXCOORD0;
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#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
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float4 scaleOffset : TEXCOORD1; // texture coordinate
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#endif
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#else
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float2 uv : TEXCOORD0; // texture coordinate
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#endif
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#if STEREO_DEBUG
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float4 tint : COLOR;
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#endif
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};
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float3 _cameraPosition;
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bool DetermineEye()
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{
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#ifdef UNITY_SINGLE_PASS_STEREO
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// Unity 5.4 has this new variable
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return (unity_StereoEyeIndex == 0);
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#else
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// _cameraPosition is the camera positon passed in from Unity via script
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// We need to determine whether _WorldSpaceCameraPos (Unity shader variable) is to the left or to the right of _cameraPosition
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float3 right = UNITY_MATRIX_V[0].xyz;
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float dRight = distance(_cameraPosition + right, _WorldSpaceCameraPos);
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float dLeft = distance(_cameraPosition - right, _WorldSpaceCameraPos);
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return (dRight > dLeft);
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#endif
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}
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#if STEREO_DEBUG
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float4 GetStereoDebugTint(bool isLeftEye)
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{
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float4 tint = 1;
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#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
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float4 leftEyeColor = float4(0, 1, 0, 1); // green
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float4 rightEyeColor = float4(1, 0, 0, 1); // red
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if (isLeftEye)
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{
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tint = leftEyeColor;
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}
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else
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{
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tint = rightEyeColor;
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}
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#endif
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#if UNITY_UV_STARTS_AT_TOP
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tint.b = 0.5;
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#endif
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return tint;
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}
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#endif
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#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
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float4 GetStereoScaleOffset(bool isLeftEye)
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{
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float2 scale = 1;
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float2 offset = 0;
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// Top-Bottom
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#if STEREO_TOP_BOTTOM
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scale.y = 0.5;
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offset.y = 0.0;
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if (!isLeftEye)
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{
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offset.y = 0.5;
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}
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// UNITY_UV_STARTS_AT_TOP is for directx
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#if !UNITY_UV_STARTS_AT_TOP
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//offset.y = 0.5 - offset.y;
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#endif
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// Left-Right
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#elif STEREO_LEFT_RIGHT
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scale.x = 0.5;
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offset.x = 0.0;
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if (!isLeftEye)
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{
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offset.x = 0.5;
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}
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#endif
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return float4(scale, offset);
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}
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#endif
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if !HIGH_QUALITY
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o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
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o.uv.xy = float2(1-o.uv.x, o.uv.y);
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#endif
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#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
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float4 scaleOffset = GetStereoScaleOffset(DetermineEye());
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#if !HIGH_QUALITY
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o.uv.xy *= scaleOffset.xy;
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o.uv.xy += scaleOffset.zw;
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#else
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o.scaleOffset = scaleOffset;
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#endif
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#endif
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#if HIGH_QUALITY
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o.normal = v.normal;
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#endif
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#if STEREO_DEBUG
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o.tint = GetStereoDebugTint(DetermineEye());
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#endif
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float2 uv;
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#if HIGH_QUALITY
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float3 n = normalize(i.normal);
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float M_1_PI = 1.0 / 3.1415926535897932384626433832795;
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float M_1_2PI = 1.0 / 6.283185307179586476925286766559;
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uv.x = 0.5 - atan2(n.z, n.x) * M_1_2PI;
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uv.y = 0.5 - asin(-n.y) * M_1_PI;
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uv.x += 0.75;
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uv.x = uv.x % 1.0;
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uv.xy = TRANSFORM_TEX(uv, _MainTex);
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#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
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uv.xy *= i.scaleOffset.xy;
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uv.xy += i.scaleOffset.zw;
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#endif
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#else
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uv = i.uv;
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#endif
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fixed4 col = tex2D(_MainTex, uv);
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#if STEREO_DEBUG
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col *= i.tint;
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#endif
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return fixed4(col.rgb, 1.0);
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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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