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VR-WuKong/Packages/PICO Unity Integration SDK-3.3.2-20251111/Assets/Resources/Hand/Shaders/PXR_HandRay.shader
2025-11-13 17:40:28 +08:00

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Shader "PXR/HandRay"
{
Properties
{
_MainTex ("MainTex", 2D) = "white" {}
_AlphaIntensity("AlphaIntensity",Range(0,1))=0.5
[Header(Fresnel)]
_FresnelColor("FresnelColor",Color) = (1,1,1,1)
_FresnelSize("FresnelSize",Range(0,5))=1
_FresnelPower("FresnelPower",Range(0,10))=1
[Space(10)]
_NonFresnelColor("NonFresnelColor",Color)=(1,1,1,1)
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 wsPos :TEXCOORD1;
float3 nDir :TEXCOORD2;
};
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform fixed _FresnelSize;
uniform fixed _FresnelPower;
uniform fixed4 _FresnelColor;
uniform fixed _AlphaIntensity;
uniform fixed4 _NonFresnelColor;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.wsPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.nDir = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 wsPos = i.wsPos;
float3 nDir = i.nDir;
float3 vDir = normalize(_WorldSpaceCameraPos - wsPos);
//菲涅尔区域
float fresnelMask = 1 - saturate(dot(vDir, nDir));
//菲涅尔值
float fresnel = pow(fresnelMask, _FresnelSize) * _FresnelPower;
//菲涅尔区域颜色值
fixed3 fresnelColor = _FresnelColor.rgb * fresnel;
//非菲涅尔区域颜色值
float nonFresnelMask = 1 - fresnel;
_NonFresnelColor *= nonFresnelMask;
//透明度贡献值
float circleAlpha = saturate(fresnel + _AlphaIntensity);
fixed4 finalColor = fixed4(saturate(fresnelColor + _NonFresnelColor), circleAlpha);
return finalColor;
}
ENDCG
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"Queue" = "Transparent"
"RenderType" = "Transparent"
"IgnoreProjector" = "True"
}
Pass
{
Name "Depth"
Tags
{
"LightMode" = "SRPDefaultUnlit"
}
ZWrite On
ColorMask 0
}
Pass
{
Name "Fresnel"
Tags
{
"LightMode" = "UniversalForward"
}
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
ENDCG
}
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"RenderType" = "Transparent"
"IgnoreProjector" = "True"
}
Pass
{
Name "Depth"
ZWrite On
ColorMask 0
}
Pass
{
Name "Fresnel"
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
ENDCG
}
}
}