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view Orchestland/Assets/LeapMotion/Resources/ThresholdOverlay.shader @ 1:f7675884f2a1
Add Orchestland project
author | Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp> |
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date | Fri, 17 Jul 2015 23:09:20 +0900 |
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Shader "LeapMotion/Passthrough/ThresholdOverlay" { Properties { _Min ("Min Brightness", Range(0, 1)) = 0.1 _Max ("Max Brightness", Range(0, 1)) = 0.3 _Fade ("Alpha Fade", Float) = 0.5 } SubShader { Tags {"Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent"} Lighting Off Cull Off Zwrite Off ZTest Off Blend SrcColor DstColor BlendOp Max Pass{ CGPROGRAM #pragma multi_compile LEAP_FORMAT_IR LEAP_FORMAT_RGB #include "LeapCG.cginc" #include "UnityCG.cginc" #pragma vertex vert #pragma fragment frag struct frag_in{ float4 position : SV_POSITION; float4 screenPos : TEXCOORD1; }; frag_in vert(appdata_img v){ frag_in o; o.position = mul(UNITY_MATRIX_MVP, v.vertex); o.screenPos = ComputeScreenPos(o.position); return o; } uniform float _Min; uniform float _Max; uniform float _Fade; float4 frag (frag_in i) : COLOR { float4 colorBrightness = LeapRawColorBrightness(i.screenPos); float alpha = _Fade * smoothstep(_Min, _Max, colorBrightness.a); return float4(pow(colorBrightness.rgb, _LeapGammaCorrectionExponent)*alpha, alpha); } ENDCG } } Fallback off }