2021년 4학년 1학기 기업연계프로젝트2
컴퓨터소프트웨어공학과 <원광투어팀>
팀장 : 송유진
팀원 : 김나영, 이경희, 한유진
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============//// Purpose: Used for the teleport markers////=============================================================================// UNITY_SHADER_NO_UPGRADEShader "Valve/VR/HighlightPlanar"{ Properties { _Color( "Tint Color", Color ) = ( 1, 1, 1, 1 ) _SeeThru( "SeeThru", Range( 0.0, 1.0 ) ) = 0.25 _Darken( "Darken", Range( 0.0, 1.0 ) ) = 0.0 _Scl("Mapping Scale", Float) = 2.0 _MainTex( "MainTex", 2D ) = "white" {} }
//------------------------------------------------------------------------------------------------------------------------------------------------------------- CGINCLUDE // Pragmas -------------------------------------------------------------------------------------------------------------------------------------------------- #pragma target 5.0 #pragma only_renderers d3d11 vulkan glcore #pragma exclude_renderers gles
// Includes ------------------------------------------------------------------------------------------------------------------------------------------------- #include "UnityCG.cginc"
// Structs -------------------------------------------------------------------------------------------------------------------------------------------------- struct VertexInput { float4 vertex : POSITION; float2 uv : TEXCOORD0; fixed4 color : COLOR; }; struct VertexOutput { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; fixed4 color : COLOR; float3 pos : TEXCOORD1; };
// Globals -------------------------------------------------------------------------------------------------------------------------------------------------- sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; float _SeeThru; float _Darken; float _Scl; // MainVs --------------------------------------------------------------------------------------------------------------------------------------------------- VertexOutput MainVS( VertexInput i ) { VertexOutput o;#if UNITY_VERSION >= 540 o.vertex = UnityObjectToClipPos(i.vertex);#else o.vertex = mul(UNITY_MATRIX_MVP, i.vertex);#endif o.uv = TRANSFORM_TEX( i.uv, _MainTex ); o.pos = mul(unity_ObjectToWorld, i.vertex); o.color = i.color; return o; } // MainPs --------------------------------------------------------------------------------------------------------------------------------------------------- float4 MainPS( VertexOutput i ) : SV_Target { float4 vTexel = tex2D( _MainTex, i.pos.xz / _Scl).rgba; if (length(i.uv)==0) { vTexel = float4(1, 1, 1, 1); } float4 vColor = vTexel.rgba * _Color.rgba * i.color.rgba; vColor.rgba = saturate( 2.0 * vColor.rgba ); float flAlpha = vColor.a;
vColor.rgb *= vColor.a; vColor.a = lerp( 0.0, _Darken, flAlpha );
return vColor.rgba; }
// MainPs --------------------------------------------------------------------------------------------------------------------------------------------------- float4 SeeThruPS( VertexOutput i ) : SV_Target { float4 vTexel = tex2D( _MainTex, i.pos.xz /_Scl).rgba; float4 vColor = vTexel.rgba * _Color.rgba * i.color.rgba * _SeeThru; vColor.rgba = saturate( 2.0 * vColor.rgba ); float flAlpha = vColor.a;
vColor.rgb *= vColor.a; vColor.a = lerp( 0.0, _Darken, flAlpha * _SeeThru );
return vColor.rgba; }
ENDCG
SubShader { Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" } LOD 100
// Behind Geometry --------------------------------------------------------------------------------------------------------------------------------------------------- Pass { // Render State --------------------------------------------------------------------------------------------------------------------------------------------- Blend One OneMinusSrcAlpha Cull Off ZWrite Off ZTest Greater
CGPROGRAM #pragma vertex MainVS #pragma fragment SeeThruPS ENDCG }
Pass { // Render State --------------------------------------------------------------------------------------------------------------------------------------------- Blend One OneMinusSrcAlpha Cull Off ZWrite Off ZTest LEqual
CGPROGRAM #pragma vertex MainVS #pragma fragment MainPS ENDCG } }}
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