version 2.0.0

This commit is contained in:
srl87
2023-09-14 18:17:47 +08:00
parent 13e9d00b37
commit ca21423a06
953 changed files with 125887 additions and 21229 deletions

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// "VIVE SDK
// © 2020 HTC Corporation. All Rights Reserved.
//
// Unless otherwise required by copyright law and practice,
// upon the execution of HTC SDK license agreement,
// HTC grants you access to and use of the VIVE SDK(s).
// You shall fully comply with all of HTCs SDK license agreement terms and
// conditions signed by you and all SDK and API requirements,
// specifications, and documentation provided by HTC to You."
Shader "VIVE/OpenXR/CompositionLayerUICanvas/MultiLayerCanvasUI"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_SrcColBlendMode("Source Color Blend Mode", Float) = 5
_SrcAlpBlendMode("Source Alpha Blend Mode", Float) = 5
_DstColBlendMode("Destination Color Blend Mode", Float) = 10
_DstAlpBlendMode("Destination Alpha Blend Mode", Float) = 10
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend [_SrcColBlendMode] [_DstColBlendMode], [_SrcAlpBlendMode] [_DstAlpBlendMode]
ColorMask[_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

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ShaderImporter:
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// "VIVE SDK
// © 2020 HTC Corporation. All Rights Reserved.
//
// Unless otherwise required by copyright law and practice,
// upon the execution of HTC SDK license agreement,
// HTC grants you access to and use of the VIVE SDK(s).
// You shall fully comply with all of HTCs SDK license agreement terms and
// conditions signed by you and all SDK and API requirements,
// specifications, and documentation provided by HTC to You."
Shader "VIVE/OpenXR/CompositionLayer/Texture2DBlitShader"
{
Properties
{
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader
{
Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
ZWrite Off
ColorMask RGBA
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_local _ LINEAR_TO_SRGB_COLOR
#pragma multi_compile_local _ LINEAR_TO_SRGB_ALPHA
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
int _LinearColorSpaceConversionNeeded;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
#if UNITY_UV_STARTS_AT_TOP
o.uv.y = 1.0 - o.uv.y;
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
//Linear to sRGB approximation
#ifdef LINEAR_TO_SRGB_COLOR
float3 S1c = sqrt(col.rgb);
float3 S2c = sqrt(S1c);
float3 S3c = sqrt(S2c);
col.rgb = 0.662002687 * S1c + 0.684122060 * S2c - 0.323583601 * S3c - 0.0225411470 * col.rgb;
#endif
#ifdef LINEAR_TO_SRGB_ALPHA
float S1a = sqrt(col.a);
float S2a = sqrt(S1a);
float S3a = sqrt(S2a);
col.a = 0.662002687 * S1a + 0.684122060 * S2a - 0.323583601 * S3a - 0.0225411470 * col.a;
#endif
return col;
}
ENDCG
}
}
}

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// "VIVE SDK
// © 2020 HTC Corporation. All Rights Reserved.
//
// Unless otherwise required by copyright law and practice,
// upon the execution of HTC SDK license agreement,
// HTC grants you access to and use of the VIVE SDK(s).
// You shall fully comply with all of HTCs SDK license agreement terms and
// conditions signed by you and all SDK and API requirements,
// specifications, and documentation provided by HTC to You."
Shader "VIVE/OpenXR/CompositionLayer/UnderlayAlphaZero"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_ColorScale("Color Scale", Color) = (1,1,1,1)
_ColorBias("Color Bias", Color) = (0,0,0,0)
}
SubShader
{
Tags {"Queue" = "Transparent" "RenderType" = "Transparent"}
LOD 500
ZWrite On
Blend Zero OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_local _ COLOR_SCALE_BIAS_ENABLED
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _ColorScale;
fixed4 _ColorBias;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
#ifdef COLOR_SCALE_BIAS_ENABLED
col *= _ColorScale.a;
col += _ColorBias.a;
#endif
return col;
}
ENDCG
}
}
}

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