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dungeons/Assets/UltimateXR/Runtime/Shaders/FX/MagnifyingGlass_URP.shader
2024-08-06 21:58:35 +02:00

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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
}
}
}