Move third party assets to ThirdParty folder

This commit is contained in:
2024-08-08 11:26:28 +02:00
parent 386f303057
commit bd91af6f98
10340 changed files with 100 additions and 175 deletions

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folderAsset: yes
timeCreated: 1549309822
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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Shader "UltimateXR/Basic Unlit/Unlit Additive Color (two-sided)"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1, 1, 1, 1)
_Intensity("Intensity", Float) = 1.0
}
SubShader
{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
LOD 100
Pass
{
Blend SrcAlpha One
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
half _Intensity;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv) * _Color * i.color * _Intensity;
}
ENDCG
}
}
}

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fileFormatVersion: 2
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timeCreated: 1493198656
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
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Shader "UltimateXR/Basic Unlit/Unlit Transparent Color (two-sided)"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv) * _Color * i.color;
}
ENDCG
}
}
}

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fileFormatVersion: 2
guid: 0feb5deb177ac2f4491169ffe1ed348e
timeCreated: 1493198656
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "UltimateXR/Basic Unlit/Unlit Transparent Color (two-sided, no depth test)"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv) * _Color * i.color;
}
ENDCG
}
}
}

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folderAsset: yes
timeCreated: 1549309805
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
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Shader "UltimateXR/FX/Crosshair"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags{ "Queue" = "Transparent+100" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata v)
{
v2f o;
/*
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);*/
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv) * _Color * i.color;
}
ENDCG
}
}
}

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fileFormatVersion: 2
guid: e77fcd338db79e343a13773f944c1593
timeCreated: 1493198656
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
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Shader "UltimateXR/FX/Electric Ray"
{
Properties
{
_MainTex ("Texture Main", 2D) = "white" {}
[NoScaleOffset]_NoiseTex ("Texture Noise", 2D) = "white" {}
_Color ("Main Color", Color) = (1.0, 1.0, 1.0, 0.4)
_NoiseScale1 ("Noise Scale 1", Float) = 0.1
_NoiseScale2 ("Noise Scale 2", Float) = 0.2
_NoiseSpeed1 ("Noise Speed 1", Vector) = (0.1, 0.1, 0, 0)
_NoiseSpeed2 ("Noise Speed 2", Vector) = (-0.1, -0.1, 0, 0)
_NoiseAmplitude1 ("Noise Amplitude 1", Float) = 1
_NoiseAmplitude2 ("Noise Amplitude 2", Float) = 1
_DistortTimeStart ("Distort Time Start", Float) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
float4 vertex : SV_POSITION;
float4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex, _NoiseTex;
float4 _MainTex_ST;
half4 _Color;
half _NoiseScale1, _NoiseScale2;
half4 _NoiseSpeed1, _NoiseSpeed2;
half _NoiseAmplitude1, _NoiseAmplitude2;
half _DistortTimeStart;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv2 = v.uv;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// Compute distort
half2 noiseUV1 = i.uv + (_NoiseSpeed1.xy * (_DistortTimeStart + _Time.y * 1.3));
half2 noiseUV2 = i.uv + (_NoiseSpeed2.xy * (_DistortTimeStart + _Time.y * 1.3));
half3 noise1 = tex2D(_NoiseTex, noiseUV1 * _NoiseScale1);
half3 noise2 = tex2D(_NoiseTex, noiseUV2 * _NoiseScale2);
half noiseGlobal = saturate(1.0 - (abs(i.uv2.x - 0.5) * 2));
noise1 = (noise1 - half3(0.5, 0.5, 0.5)) * 2 * _NoiseAmplitude1 * noiseGlobal;
noise2 = (noise2 - half3(0.5, 0.5, 0.5)) * 2 * _NoiseAmplitude2 * noiseGlobal;
// Compute
half u = i.uv.x;
half v = i.uv.y;
half4 mainTex = tex2D(_MainTex, half2(u, v) + noise1.xy + noise2.xy);
half3 finalRGB = mainTex.rgb * _Color.rgb * i.color.rgb;
half finalAlpha = mainTex.a * _Color.a * i.color.a;
return half4(finalRGB, finalAlpha);
}
ENDCG
}
}
}

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ShaderImporter:
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Shader "UltimateXR/FX/Laser Dot"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv) * _Color;
}
ENDCG
}
}
}

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guid: b4be7181cc8c60c43b5d27099bc6936b
timeCreated: 1493198656
licenseType: Pro
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Shader "UltimateXR/FX/Stereo Magnifying Glass (URP)"
{
Properties
{
_Color ("Albedo", Color) = (1,1,1,1)
_RenderTexLeft ("RenderTextureLeft", 2D) = "white" {}
_RenderTexRight("RenderTextureRight", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
half4 _Color;
sampler2D _RenderTexLeft;
sampler2D _RenderTexRight;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.screenPos = ComputeScreenPos(o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half2 uv = i.screenPos.xy / i.screenPos.w;
if (unity_StereoEyeIndex == 0)
{
return _Color * tex2D(_RenderTexLeft, uv);
}
return _Color * tex2D(_RenderTexRight, uv);
}
ENDCG
}
}
}

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Shader "UltimateXR/FX/Stereo Planar Reflection (BRP)"
{
Properties
{
_Color("Albedo", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_ReflectionColor("Reflection Color", Color) = (1,1,1,1)
_ReflectionBlurMask("Reflection Blur (R), Mask (G)", 2D) = "white" {}
_Smoothness ("Smoothness", range(0.0, 1.0)) = 1.0
_BlurAmount("Blur Amount", range(0.0, 1.0)) = 1.0
_Metallic ("Metallic (RGB) + Smoothness (A)", 2D) = "white" {}
[Normal]
_Normal ("Normal", 2D) = "bump" {}
_NormalIntensity("Normal Intensity", Range(0, 1)) = 1
_ReflectionTexLeft("ReflectionTextureLeft", 2D) = "white" {}
_ReflectionTexRight("ReflectionTextureRight", 2D) = "white" {}
_ReflectionIntensity("ReflectionIntensity", range(0.0, 1.0)) = 0.5
_DistortionIntensity("DistortionIntensity", range(0.0, 1.0)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
struct Input
{
float2 uv_MainTex;
float2 uv_Metallic;
float2 uv_Normal;
float2 uv_DistortionTex;
float4 screenPos;
};
int _Stereo;
half4 _Color;
half4 _ReflectionColor;
sampler2D _MainTex;
sampler2D _ReflectionBlurMask;
float _Smoothness;
float _BlurAmount;
float _NormalIntensity;
float _ReflectionMaxLODBias;
sampler2D _Metallic;
sampler2D _Normal;
sampler2D _ReflectionTexLeft;
sampler2D _ReflectionTexRight;
half _ReflectionIntensity;
half _DistortionIntensity;
#pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
float4 GetPixelBlurredLeft(float2 coord, float bias)
{
float bias1 = floor(bias * _ReflectionMaxLODBias);
float bias2 = ceil (bias * _ReflectionMaxLODBias);
float4 value1 = tex2Dbias(_ReflectionTexLeft, float4(coord.x, coord.y, 0, bias1));
float4 value2 = tex2Dbias(_ReflectionTexLeft, float4(coord.x, coord.y, 0, bias2));
float t = (bias * _ReflectionMaxLODBias) - bias1;
return (value1 * (1 - t)) + (value2 * t);
}
half4 GetPixelBlurredRight(float2 coord, float bias)
{
return tex2Dbias(_ReflectionTexLeft, float4(coord.x, coord.y, 0, bias * _ReflectionMaxLODBias));
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
float4 mainColor = tex2D (_MainTex, IN.uv_MainTex) * _Color;
float3 normal = UnpackNormal(tex2D(_Normal, IN.uv_Normal));
float4 reflectionBlurMask = tex2D(_ReflectionBlurMask, IN.uv_MainTex);
float2 distortion = normal.xy * _DistortionIntensity;
float2 screenCoords = IN.screenPos.xy / IN.screenPos.w;
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
screenCoords = (screenCoords - scaleOffset.zw) / scaleOffset.xy;
screenCoords = screenCoords + distortion;
float4 reflectionBlur;
float4 reflectionNoBlur;
if(unity_StereoEyeIndex == 0 && _Stereo > 0)
{
reflectionNoBlur = GetPixelBlurredLeft(screenCoords, 0.0);
reflectionBlur = GetPixelBlurredLeft(screenCoords, 1.0);
}
else if(unity_StereoEyeIndex == 1 && _Stereo > 0)
{
reflectionNoBlur = GetPixelBlurredRight(screenCoords, 0.0);
reflectionBlur = GetPixelBlurredRight(screenCoords, 1.0);
}
#else
screenCoords = screenCoords + distortion;
float4 reflectionNoBlur = GetPixelBlurredLeft(screenCoords, 0.0);
float4 reflectionBlur = GetPixelBlurredLeft(screenCoords, 1.0);
#endif
float4 metallicSmoothness = tex2D(_Metallic, IN.uv_Metallic);
float blurAmount = reflectionBlurMask.r * _BlurAmount;
float4 reflection = _ReflectionIntensity * ((reflectionNoBlur * (1.0 - blurAmount)) + (reflectionBlur * blurAmount));
float4 albedo = (reflectionBlurMask.g * reflection) + ((1 - reflectionBlurMask.g) * mainColor);
o.Albedo = albedo.rgb;
o.Normal = lerp(half3(0, 0, 1), normal, _NormalIntensity);
o.Alpha = mainColor.a;
o.Metallic = metallicSmoothness.r * (1.0 - reflectionBlurMask.g);
o.Smoothness = metallicSmoothness.g * (1.0 - reflectionBlurMask.g);
}
ENDCG
}
FallBack "Diffuse"
}

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Shader "UltimateXR/FX/Stereo Planar Reflection (URP)"
{
Properties
{
_Color("Albedo", Color) = (1,1,1,1)
_ReflectionTexLeft("ReflectionTextureLeft", 2D) = "white" {}
_ReflectionTexRight("ReflectionTextureRight", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
half4 _Color;
sampler2D _ReflectionTexLeft;
sampler2D _ReflectionTexRight;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.screenPos = ComputeScreenPos(o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
if(unity_StereoEyeIndex == 0)
{
return _Color * tex2D(_ReflectionTexLeft, i.screenPos.xy / i.screenPos.w);
}
return _Color * tex2D(_ReflectionTexRight, i.screenPos.xy / i.screenPos.w);
}
ENDCG
}
}
}

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Shader "UltimateXR/FX/Scroll Dual Texture"
{
Properties
{
_MainTex ("Texture Color+Alpha", 2D) = "white" {}
_Color ("Color Background", Color) = (1, 1, 1, 1)
_ScrollTex ("Texture Scroll", 2D) = "white" {}
_ColorScroll("Color Scroll", Color) = (1, 1, 1, 1)
_Speed ("Scroll Speed", Vector) = (0, 1, 0, 0)
}
SubShader
{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float2 uvScroll : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _ScrollTex;
float4 _ScrollTex_ST;
float4 _Color;
float4 _ColorScroll;
float4 _Speed;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uvScroll = TRANSFORM_TEX(v.uv, _ScrollTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 colorBackground = tex2D(_MainTex, i.uv) * _Color;
float4 colorScroll = tex2D(_ScrollTex, i.uvScroll + (_Speed.xy * _Time.y)) * _ColorScroll;
float4 color = colorBackground * colorScroll;
return color;
}
ENDCG
}
}
}

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Shader "UltimateXR/Hands/Transparent Hand"
{
Properties
{
_Color("Color", Color) = (0.5, 0.65, 1.0, 0.4)
_RimPower ("Rim Power", Range(1.0, 32.0)) = 10.0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue" = "Transparent" }
LOD 100
Pass
{
Blend SrcAlpha One
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 normal : TEXCOORD0;
float3 viewDir : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
half4 _Color;
half _RimPower;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = _Color;
col.a = cos(dot(i.normal, i.viewDir));
col.a = pow(col.a, _RimPower) * _Color.a;
return col;
}
ENDCG
}
}
}

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// ----------------------------------------------------------------------------
// <copyright file="AdditiveUI.shader" company="Unity Technologies / Supyrb">
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Copyright (c) 2017 Supyrb. All rights reserved.
// </copyright>
// <author>
// Johannes Deml
// send@johannesdeml.com
// </author>
// ----------------------------------------------------------------------------
Shader "UltimateXR/UI/Additive"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_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 SrcAlpha One
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 __ 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
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

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// ----------------------------------------------------------------------------
// <copyright file="AdditiveUI.shader" company="Unity Technologies / Supyrb">
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Copyright (c) 2017 Supyrb. All rights reserved.
// </copyright>
// <author>
// Johannes Deml
// send@johannesdeml.com
// </author>
// ----------------------------------------------------------------------------
Shader "UltimateXR/UI/Overlay Additive"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_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"="Overlay"
"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 Always
Blend SrcAlpha One
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 __ 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
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

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// ----------------------------------------------------------------------------
// <copyright file="AdditiveUI.shader" company="Unity Technologies / Supyrb">
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Copyright (c) 2017 Supyrb. All rights reserved.
// </copyright>
// <author>
// Johannes Deml
// send@johannesdeml.com
// </author>
// ----------------------------------------------------------------------------
Shader "UltimateXR/UI/Overlay AlphaBlend"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_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"="Overlay"
"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 Always
Blend SrcAlpha OneMinusSrcAlpha
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 __ 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
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

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Shader "UltimateXR/Video/Video RGB (Top) + Alpha (Bottom) Additive"
{
Properties
{
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_Color("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
LOD 100
Pass
{
Blend SrcAlpha One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
#if UNITY_UV_STARTS_AT_TOP
float4 rgb = tex2D(_MainTex, half2(i.uv.x, (i.uv.y * 0.5) + 0.5)) *_Color * i.color;
float a = tex2D(_MainTex, half2(i.uv.x, i.uv.y * 0.5)).r * _Color.a * i.color.a;
#else
float4 rgb = tex2D(_MainTex, half2(i.uv.x, i.uv.y * 0.5)) *_Color * i.color;
float a = tex2D(_MainTex, half2(i.uv.x, (i.uv.y * 0.5) + 0.5)).r * _Color.a * i.color.a;
#endif
return float4(rgb.rgb, a);
}
ENDCG
}
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Shader "UltimateXR/Video/Video RGB (Top) + Alpha (Bottom) AlphaBlend"
{
Properties
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_Color("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
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LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
#if UNITY_UV_STARTS_AT_TOP
float4 rgb = tex2D(_MainTex, half2(i.uv.x, (i.uv.y * 0.5) + 0.5)) *_Color * i.color;
float a = tex2D(_MainTex, half2(i.uv.x, i.uv.y * 0.5)).r * _Color.a * i.color.a;
#else
float4 rgb = tex2D(_MainTex, half2(i.uv.x, i.uv.y * 0.5)) *_Color * i.color;
float a = tex2D(_MainTex, half2(i.uv.x, (i.uv.y * 0.5) + 0.5)).r * _Color.a * i.color.a;
#endif
return float4(rgb.rgb, a);
}
ENDCG
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