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			207 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Plaintext
		
	
		
		
			
		
	
	
			207 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Plaintext
		
	
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											1 year ago
										 
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								//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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								//
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								// Purpose: Used for the teleport markers
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								//
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								//=============================================================================
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								// UNITY_SHADER_NO_UPGRADE
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								Shader "Valve/VR/Highlight"
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								{
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									Properties
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									{
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										_TintColor( "Tint Color", Color ) = ( 1, 1, 1, 1 )
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										_SeeThru( "SeeThru", Range( 0.0, 1.0 ) ) = 0.25
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										_Darken( "Darken", Range( 0.0, 1.0 ) ) = 0.0
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										_MainTex( "MainTex", 2D ) = "white" {}
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									}
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									//-------------------------------------------------------------------------------------------------------------------------------------------------------------
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									CGINCLUDE
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										// Pragmas --------------------------------------------------------------------------------------------------------------------------------------------------
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										#pragma target 5.0
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								#if UNITY_VERSION >= 560
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										#pragma only_renderers d3d11 vulkan glcore
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								#else
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										#pragma only_renderers d3d11 glcore
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								#endif
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										#pragma exclude_renderers gles
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										#pragma multi_compile_instancing
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										// Includes -------------------------------------------------------------------------------------------------------------------------------------------------
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										#include "UnityCG.cginc"
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								// Structs --------------------------------------------------------------------------------------------------------------------------------------------------
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								struct VertexInput
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									{
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										float4 vertex : POSITION;
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										float2 uv : TEXCOORD0;
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										fixed4 color : COLOR;
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										#if UNITY_VERSION >= 560
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										UNITY_VERTEX_INPUT_INSTANCE_ID
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										#endif
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									};
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									struct VertexOutput
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									{
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										float2 uv : TEXCOORD0;
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										float4 vertex : SV_POSITION;
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										fixed4 color : COLOR;
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										#if UNITY_VERSION >= 560
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										UNITY_VERTEX_OUTPUT_STEREO
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										#endif
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									};
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									#if UNITY_VERSION >= 201810
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									// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
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									UNITY_INSTANCING_BUFFER_START( Props )
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										UNITY_DEFINE_INSTANCED_PROP( float4, _TintColor )
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										UNITY_DEFINE_INSTANCED_PROP( sampler2D, _MainTex )
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										UNITY_DEFINE_INSTANCED_PROP( float4, _MainTex_ST )
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										UNITY_DEFINE_INSTANCED_PROP( float, _SeeThru )
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										UNITY_DEFINE_INSTANCED_PROP( float, _Darken )
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									UNITY_INSTANCING_BUFFER_END( Props )
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									// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
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									VertexOutput MainVS( VertexInput i )
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									{
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											VertexOutput o;
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											UNITY_SETUP_INSTANCE_ID( i );
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											UNITY_INITIALIZE_OUTPUT( VertexOutput, o );
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											UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); 
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											#if UNITY_VERSION >= 540
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													o.vertex = UnityObjectToClipPos( i.vertex );
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											#else
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													o.vertex = mul( UNITY_MATRIX_MVP, i.vertex );
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											#endif
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											o.uv = i.uv;
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											o.color = i.color;
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											return o;
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										}
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									// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
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									float4 MainPS( VertexOutput i ) : SV_Target
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									{
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										UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( i );
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										float4 vTexel = tex2D( UNITY_ACCESS_INSTANCED_PROP( Props, _MainTex ), i.uv ).rgba;
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										float4 vColor = vTexel.rgba * UNITY_ACCESS_INSTANCED_PROP( Props, _TintColor.rgba ) * i.color.rgba;
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										vColor.rgba = saturate( 2.0 * vColor.rgba );
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										float flAlpha = vColor.a;
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										vColor.rgb *= vColor.a;
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										vColor.a = lerp( 0.0, UNITY_ACCESS_INSTANCED_PROP( Props, _Darken ), flAlpha );
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										return vColor.rgba;
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									}
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									// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
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									float4 SeeThruPS( VertexOutput i ) : SV_Target
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									{
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										UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( i );
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										float4 vTexel = tex2D( UNITY_ACCESS_INSTANCED_PROP( Props, _MainTex ), i.uv ).rgba;
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										float4 vColor = vTexel.rgba * UNITY_ACCESS_INSTANCED_PROP( Props, _TintColor.rgba ) * i.color.rgba * UNITY_ACCESS_INSTANCED_PROP( Props, _SeeThru );
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										vColor.rgba = saturate( 2.0 * vColor.rgba );
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										float flAlpha = vColor.a;
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										vColor.rgb *= vColor.a;
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										vColor.a = lerp( 0.0, UNITY_ACCESS_INSTANCED_PROP( Props, _Darken ), flAlpha * UNITY_ACCESS_INSTANCED_PROP( Props, _SeeThru ) );
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										return vColor.rgba;
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									}
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									#else		
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										// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
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										sampler2D _MainTex;
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										float4 _MainTex_ST;
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										float4 _TintColor;
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										float _SeeThru;
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										float _Darken;
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										// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
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										VertexOutput MainVS( VertexInput i )
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										{
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											VertexOutput o;
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								#if UNITY_VERSION >= 540
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											o.vertex = UnityObjectToClipPos(i.vertex);
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								#else
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											o.vertex = mul(UNITY_MATRIX_MVP, i.vertex);
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								#endif
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											o.uv = TRANSFORM_TEX( i.uv, _MainTex );
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											o.color = i.color;
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											return o;
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										}
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										// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
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										float4 MainPS( VertexOutput i ) : SV_Target
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										{
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											float4 vTexel = tex2D( _MainTex, i.uv ).rgba;
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											float4 vColor = vTexel.rgba * _TintColor.rgba * i.color.rgba;
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											vColor.rgba = saturate( 2.0 * vColor.rgba );
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											float flAlpha = vColor.a;
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											vColor.rgb *= vColor.a;
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											vColor.a = lerp( 0.0, _Darken, flAlpha );
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											return vColor.rgba;
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										}
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										// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
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										float4 SeeThruPS( VertexOutput i ) : SV_Target
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										{
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											float4 vTexel = tex2D( _MainTex, i.uv ).rgba;
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											float4 vColor = vTexel.rgba * _TintColor.rgba * i.color.rgba * _SeeThru;
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											vColor.rgba = saturate( 2.0 * vColor.rgba );
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											float flAlpha = vColor.a;
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											vColor.rgb *= vColor.a;
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											vColor.a = lerp( 0.0, _Darken, flAlpha * _SeeThru );
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											return vColor.rgba;
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										}
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									#endif
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										ENDCG
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									SubShader
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									{
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										Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
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											LOD 100
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											// Behind Geometry ---------------------------------------------------------------------------------------------------------------------------------------------------
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											Pass
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										{
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											// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
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											Blend One OneMinusSrcAlpha
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											Cull Off
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											ZWrite Off
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											ZTest Greater
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											CGPROGRAM
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												#pragma vertex MainVS
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												#pragma fragment SeeThruPS
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											ENDCG
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										}
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											Pass
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										{
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											// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
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											Blend One OneMinusSrcAlpha
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											Cull Off
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											ZWrite Off
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											ZTest LEqual
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											CGPROGRAM
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												#pragma vertex MainVS
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												#pragma fragment MainPS
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											ENDCG
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										}
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									}
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								}
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