Files
ZeroVR/ZeroPacientVR/Assets/CollimatorURP.shader
T
2022-04-18 19:17:20 +03:00

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Shader "Unlit/CollimatorURP"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1, 1, 1, 1)
_Distance ("Distance", Float) = 100
_Scale ("Scale", Float) = 1
}
SubShader
{
Tags { "RenderType"="Trasparent" "Queue"="Transparent" }
LOD 100
Pass
{
ZTest Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float _Distance;
float _Scale;
v2f vert (appdata v)
{
v2f o;
float3 lens_origin = UnityObjectToViewPos(float3(0,0,0));
float3 p0 = UnityObjectToViewPos(float3(0,0, _Distance));
float3 n = UnityObjectToViewPos(float3(0,0,1)) - lens_origin;
float3 uDir = UnityObjectToViewPos(float3(1,0,0)) - lens_origin;
float3 vDir = UnityObjectToViewPos(float3(0,1,0)) - lens_origin;
float3 vert = UnityObjectToViewPos(v.vertex);
float a = dot(p0, n) / dot(vert, n);
float3 vert_prime = a * vert;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = float2(dot(vert_prime - p0, uDir), dot(vert_prime - p0, vDir));
o.uv /= (_Scale * _Distance);
o.uv += float2(0.5, 0.5);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 tex = tex2D(_MainTex, i.uv);
fixed4 col = _Color;
col.a = tex.a;
if (i.uv.x < 0 || i.uv.x > 1 || i.uv.y < 0|| i.uv.y > 1)
{
col.a = 0;
}
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}