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All rights reserved. + +See SampleFramework license.txt for license terms. Unless required by applicable law +or agreed to in writing, the sample code is provided “AS IS” WITHOUT WARRANTIES OR +CONDITIONS OF ANY KIND, either express or implied. See the license for specific +language governing permissions and limitations under the license. + +************************************************************************************/ + +Shader "Oculus Sample/Alpha Hand Outline" +{ + Properties + { + _ColorPrimary ("Color Primary", Color) = (0.396078, 0.725490, 1) + _ColorTop ("Color Top", Color) = (0.031896, 0.0343398, 0.0368894) + _ColorBottom ("Color Bottom", Color) = (0.0137021, 0.0144438, 0.0152085) + _RimFactor ("Rim Factor", Range(0.01, 1.0)) = 0.65 + _FresnelPower ("Fresnel Power", Range(0.01,1.0)) = 0.16 + + _HandAlpha ("Hand Alpha", Range(0, 1)) = 1.0 + _MinVisibleAlpha ("Minimum Visible Alpha", Range(0,1)) = 0.15 + } + SubShader + { + Tags {"Queue" = "Transparent" "Render" = "Transparent" "IgnoreProjector" = "True"} + LOD 100 + + // Write depth values so that you see topmost layer. + Pass + { + ZWrite On + ColorMask 0 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + float4 vert(float4 vertex : POSITION) : SV_POSITION + { + return UnityObjectToClipPos(vertex); + } + + fixed4 frag() : SV_Target + { + return 0; + } + ENDCG + } + + CGPROGRAM + #include "UnityCG.cginc" + // no deferred. support lightmaps and one light. use half vector instead of + // view vector (less accurate but faster) + #pragma surface surf BlinnPhong alpha:fade exclude_path:prepass noforwardadd halfasview nolightmap + + sampler2D _MainTex; + + struct Input { + float2 uv_MainTex; + float3 worldRefl; + float3 viewDir; + INTERNAL_DATA + }; + + #define ColorBlack half3(0, 0, 0) + #define EmissionFactor (0.95) + + fixed3 _ColorPrimary; + fixed3 _ColorTop; + fixed3 _ColorBottom; + float _RimFactor; + float _FresnelPower; + + float _HandAlpha; + float _MinVisibleAlpha; + + float3 SafeNormalize(float3 normal) { + float magSq = dot(normal, normal); + if (magSq == 0) { + return 0; + } + return normalize(normal); + } + + void surf(Input IN, inout SurfaceOutput o) { + float3 normalDirection = SafeNormalize(o.Normal); + float3 viewDir = SafeNormalize(IN.viewDir); + half viewDotNormal = saturate(dot(viewDir, normalDirection)); + // the higher the rim factor, the greater the effect overall. by default, + // it's strongest near edges + half rim = pow(1.0 - viewDotNormal, 0.5) * (1.0 - _RimFactor) + _RimFactor; + rim = saturate(rim); + + half3 emission = lerp(ColorBlack, _ColorPrimary, rim); + // brighten emission a bit, multiply by factor to reign it in + emission += rim * 0.5; + emission *= EmissionFactor; + + // effect gets stronger toward edges. note that lerp can extrapolate! saturate first + // potentially could schlick approx, like specColor + (1-specColor)*nDotLight^5 + // except here we woulduse nDotView instead of nDotLight + float fresnel = saturate(pow(1.0 - viewDotNormal, _FresnelPower)); + fixed3 color = lerp(_ColorTop, _ColorBottom, fresnel); + + fixed alphaValue = step(_MinVisibleAlpha, _HandAlpha) * _HandAlpha; + + o.Albedo = 0; + o.Gloss = 0; + o.Specular = 0; + o.Alpha = alphaValue; + o.Emission = color * emission; + } + ENDCG + } +} diff --git a/Assets/Shaders/OculusSampleAlphaHandOutline.shader.meta b/Assets/Shaders/OculusSampleAlphaHandOutline.shader.meta new file mode 100644 index 0000000..b227c6f --- /dev/null +++ b/Assets/Shaders/OculusSampleAlphaHandOutline.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6c4707981f2aec7459b4fdacd593ff27 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/XR.meta b/Assets/XR.meta new file mode 100644 index 0000000..3b47083 --- /dev/null +++ b/Assets/XR.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 297d01caf5b750043b52b6a3f3be9e1d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/XR/Loaders.meta b/Assets/XR/Loaders.meta new file mode 100644 index 0000000..7a28f81 --- /dev/null +++ b/Assets/XR/Loaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3a032cb9bd97d9a4191bea7571ded921 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/XR/Loaders/Oculus Loader.asset b/Assets/XR/Loaders/Oculus Loader.asset new file mode 100644 index 0000000..0f89c61 --- /dev/null +++ b/Assets/XR/Loaders/Oculus Loader.asset @@ -0,0 +1,14 @@ +%YAML 1.1 +%TAG !u! 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