Add ultimate xr
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Shader "UltimateXR/FX/Stereo Planar Reflection (URP)"
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{
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Properties
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{
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_Color("Albedo", Color) = (1,1,1,1)
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_ReflectionTexLeft("ReflectionTextureLeft", 2D) = "white" {}
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_ReflectionTexRight("ReflectionTextureRight", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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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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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 screenPos : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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half4 _Color;
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sampler2D _ReflectionTexLeft;
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sampler2D _ReflectionTexRight;
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.screenPos = ComputeScreenPos(o.vertex);
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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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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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if(unity_StereoEyeIndex == 0)
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{
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return _Color * tex2D(_ReflectionTexLeft, i.screenPos.xy / i.screenPos.w);
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}
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return _Color * tex2D(_ReflectionTexRight, i.screenPos.xy / i.screenPos.w);
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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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