TunnelingVignette.shader 2.1 KB

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  1. Shader "VR/TunnelingVignette"
  2. {
  3. Properties
  4. {
  5. _ApertureSize("Aperture Size", Range(0, 1)) = 0.7
  6. _FeatheringEffect("Feathering Effect", Range(0, 1)) = 0.2
  7. _VignetteColor("Vignette Color", Color) = (0, 0, 0, 1)
  8. _VignetteColorBlend("Vignette Color Blend", Color) = (0, 0, 0, 1)
  9. }
  10. SubShader
  11. {
  12. Tags { "Queue" = "Transparent+5" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
  13. LOD 100
  14. Pass
  15. {
  16. Blend SrcAlpha OneMinusSrcAlpha
  17. ZTest Always
  18. ZWrite Off
  19. CGPROGRAM
  20. #pragma vertex vert
  21. #pragma fragment frag
  22. #include "UnityCG.cginc"
  23. struct appdata
  24. {
  25. float4 vertex : POSITION;
  26. float2 uv : TEXCOORD0;
  27. UNITY_VERTEX_INPUT_INSTANCE_ID
  28. };
  29. struct v2f
  30. {
  31. float2 uv : TEXCOORD0;
  32. float4 vertex : SV_POSITION;
  33. UNITY_VERTEX_OUTPUT_STEREO
  34. };
  35. float4 _VignetteColor;
  36. float4 _VignetteColorBlend;
  37. float _ApertureSize;
  38. float _FeatheringEffect;
  39. v2f vert(appdata v)
  40. {
  41. v2f o;
  42. UNITY_SETUP_INSTANCE_ID(v);
  43. UNITY_INITIALIZE_OUTPUT(v2f, o);
  44. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  45. o.vertex = UnityObjectToClipPos(v.vertex);
  46. o.uv = v.uv;
  47. return o;
  48. }
  49. UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
  50. fixed4 frag(v2f i) : SV_Target
  51. {
  52. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
  53. float uvY = i.uv.y;
  54. float alphaMin = (0.5 - sqrt(0.25 - ((_ApertureSize * _ApertureSize) * 0.25)));
  55. float alpha = saturate(((uvY - alphaMin) / (_FeatheringEffect * _FeatheringEffect + 0.0001)));
  56. fixed4 color = lerp(_VignetteColor, _VignetteColorBlend, uvY * 2);
  57. color.w *= alpha;
  58. return color;
  59. }
  60. ENDCG
  61. }
  62. }
  63. }