Initial Commit
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma multi_compile_local __ CONFIDENCE
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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//
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struct OutlineVertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct OutlineVertexOutput {
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float4 vertex : SV_POSITION;
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half4 color : TEXCOORD1;
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float3 worldPos : TEXCOORD2;
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float4 texcoord1 : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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OutlineVertexOutput outlineVertex(OutlineVertexInput v) {
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OutlineVertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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v.vertex.xyz += v.normal * _OutlineWidth;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord1 = v.texcoord1;
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half4 maskPixelColor = tex2Dlod(_FingerGlowMask, v.texcoord);
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o.color.rgb = _OutlineColor;
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o.color.a = saturate(maskPixelColor.a + _WristFade) * _OutlineColor.a *
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_OutlineOpacity;
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return o;
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}
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#include "GlowFunctions.cginc"
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void getFingerStrength(out float fingerStrength[5]) {
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float strengthValuesUniforms[5] = {
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_ThumbGlowValue,
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_IndexGlowValue,
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_MiddleGlowValue,
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_RingGlowValue,
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_PinkyGlowValue
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};
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fingerStrength = strengthValuesUniforms;
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}
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void getOutlineFingerLines(out float4 lines[5]) {
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float4 _lines[5] = {
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_PalmThumbLine,
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_PalmIndexLine,
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_PalmMiddleLine,
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_PalmRingLine,
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_PalmPinkyLine
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};
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lines = _lines;
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}
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float4 getOutlineFingerLinesByIndex(int index) {
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if(index == 0) { return _PalmThumbLine; }
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if(index == 1) { return _PalmIndexLine; }
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if(index == 2) { return _PalmMiddleLine; }
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if(index == 3) { return _PalmRingLine; }
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if(index == 4) { return _PalmPinkyLine; }
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return float4(0.0,0.0,0.0,0.0);
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}
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half4 applyGlow(int glowType, float3 color, float alpha, float2 texCoord, float3 worldPosition) {
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if (glowType == 31 || glowType == 32) {
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float4 gradientLine = getOutlineFingerLinesByIndex(_FingerGlowIndex);
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float2 gradientRadius = getPalmFingerRadiusByIndex(_FingerGlowIndex);
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bool useGlow;
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float2 fingerGradient = movingFingerGradient(texCoord, gradientLine, gradientRadius, _GlowParameter, _GlowMaxLength, useGlow);
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if (useGlow) {
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float param = 1.0 - fingerGradient.y;
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float glowValue = saturate(param * param * step(0.0, param));
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return half4(color + _GlowColor * glowValue, alpha);
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}else {
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return half4(color, alpha);
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}
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}
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else if (glowType == 28 || glowType == 29) {
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float fingerStrength[5];
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getFingerStrength(fingerStrength);
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float4 lines[5];
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getOutlineFingerLines(lines);
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float2 fingerRadius[5];
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getPalmFingerRadius(fingerRadius);
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float glowValue = fingerLineGlow(texCoord, fingerStrength, 30, lines, fingerRadius);
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return half4(color + _GlowColor * glowValue, alpha);
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}
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else if (glowType == 16 || glowType == 18) {
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float gradient = invertedSphereGradient(_GlowPosition, worldPosition, _GlowMaxLength);
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float3 glowColor = _GlowColor * gradient * _GlowParameter;
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return float4(saturate(color + glowColor), alpha);
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}
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else if (glowType == 12 || glowType == 15) {
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float gradient = movingSphereGradient(_GlowPosition, worldPosition, _GlowMaxLength, _GlowParameter, 1.5);
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float3 glowColor = _GlowColor * gradient;
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return float4(saturate(color + glowColor), alpha);
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}
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else {
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return float4(color, alpha);
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}
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}
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half4 outlineFragment(OutlineVertexOutput i) : SV_Target {
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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half4 fragColor;
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if (_GenerateGlow == 1) {
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fragColor = applyGlow(_GlowType, i.color.rgb, i.color.a, i.texcoord1, i.worldPos);
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} else {
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fragColor = i.color;
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}
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return fragColor;
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}
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