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72 lines
1.5 KiB
72 lines
1.5 KiB
3 years ago
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Shader "Hidden/ExampleScannerImage"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_MaskTex("Mask Texture", 2D) = "white" {}
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_MaskTexTillY("Till Y",Float) = 1.0
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_DepthParam ("DepthParam",Float) = 1.0
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_DepthColor("DepthColor",Color) = (1,1,1,1)
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_DepthLength ("DepthLength",Float) = 1.0
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _CameraDepthTexture;
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sampler2D _MaskTex;
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float4 _MaskTex_ST;
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float _MaskTexTillY;
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float _DepthParam;
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fixed4 _DepthColor;
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float _DepthLength;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 mainTex = tex2D(_MainTex, i.uv);
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float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv);
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float linearDepth = LinearEyeDepth(depth.r);
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float diff = linearDepth-_DepthParam;
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fixed4 border = 1-(saturate(floor(diff))+saturate(-diff*_DepthLength));
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_MaskTex_ST.y = _MaskTexTillY;
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i.uv = TRANSFORM_TEX(i.uv, _MaskTex);
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fixed4 maskTex = tex2D(_MaskTex,i.uv);
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fixed4 final = lerp(mainTex,saturate(border*_DepthColor+mainTex*_DepthColor.a+maskTex*_DepthColor),saturate(border));
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return final;
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}
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ENDCG
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}
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}
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}
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