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- Shader "VR/TunnelingVignette"
- {
- Properties
- {
- _ApertureSize("Aperture Size", Range(0, 1)) = 0.7
- _FeatheringEffect("Feathering Effect", Range(0, 1)) = 0.2
- _VignetteColor("Vignette Color", Color) = (0, 0, 0, 1)
- _VignetteColorBlend("Vignette Color Blend", Color) = (0, 0, 0, 1)
- }
- SubShader
- {
- Tags { "Queue" = "Transparent+5" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
- LOD 100
- Pass
- {
- Blend SrcAlpha OneMinusSrcAlpha
- ZTest Always
- ZWrite Off
- 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
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- float4 _VignetteColor;
- float4 _VignetteColorBlend;
- float _ApertureSize;
- float _FeatheringEffect;
- 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;
- return o;
- }
- UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
- fixed4 frag(v2f i) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
- float uvY = i.uv.y;
- float alphaMin = (0.5 - sqrt(0.25 - ((_ApertureSize * _ApertureSize) * 0.25)));
- float alpha = saturate(((uvY - alphaMin) / (_FeatheringEffect * _FeatheringEffect + 0.0001)));
- fixed4 color = lerp(_VignetteColor, _VignetteColorBlend, uvY * 2);
- color.w *= alpha;
- return color;
- }
- ENDCG
- }
- }
- }
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