Загрузка PICO Unity OpenXR Integration SDK

This commit is contained in:
2024-12-21 10:28:02 +03:00
parent 36d1ee9f33
commit df50e267f3
628 changed files with 68895 additions and 2 deletions

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Shader "PXR_SDK/PXR_CubemapBlit" {
Properties{
_MainTex("MainTex", CUBE) = "white" {}
_d("Direction", Int) = 0
}
SubShader{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Pass{
ZWrite Off
ColorMask RGBA
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
half3 cubedir : TEXCOORD0;
};
samplerCUBE _MainTex;
int _d;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float3 of[6] = { {1.0, -1.0, 1.0}, {-1.0, -1.0, -1.0}, {-1.0, 1.0, 1.0}, {-1.0, -1.0, -1.0}, {-1.0, -1.0, 1.0}, { 1.0, -1.0, -1.0} };
float3 uf[6] = { {0.0, 0.0, -1.0}, { 0.0, 0.0, 1.0}, { 1.0, 0.0, 0.0}, { 1.0, 0.0, 0.0}, { 1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0} };
float3 vf[6] = { {0.0, 1.0, 0.0}, { 0.0, 1.0, 0.0}, { 0.0, 0.0, -1.0}, { 0.0, 0.0, 1.0}, { 0.0, 1.0, 0.0}, { 0.0, 1.0, 0.0} };
o.cubedir = of[_d] + 2.0 * v.texcoord.x * uf[_d] + 2.0 * (1.0 - v.texcoord.y) * vf[_d];
return o;
}
fixed4 frag(v2f v) : COLOR
{
fixed4 col = texCUBE(_MainTex, v.cubedir);
return col;
}
ENDCG
}
}
}

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Shader "PXR_SDK/PXR_Fade" {
Properties{
_Color("Color", Color) = (0,0,0,1)
}
SubShader{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
LOD 100
ZWrite Off
ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
Color[_Color]
Pass{}
}
}

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Shader "PXR_SDK/PXR_UnderlayHole"
{
Properties
{
_MainTex("Texture(A)", 2D) = "black" {}
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
LOD 100
ZWrite Off
Blend Zero OneMinusSrcAlpha,Zero Zero
ColorMask RGBA
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
col.r = 0;
col.g = 0;
col.b = 0;
col.a = col.a;
return col;
}
ENDCG
}
}
}

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