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Shopping_UnityVR/Assets/HighlightPlus/Runtime/Resources/HighlightPlus/HighlightFocus.shader

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Shader "HighlightPlus/Geometry/Focus"
{
Properties
{
_FocusColor ("Focus Color", Color) = (0,0,0,0.5)
_FocusDesaturation ("Focus Desaturation", Range(0,1)) = 0
}
SubShader
{
ZTest Always
ZWrite Off
Cull Off
Pass // 0: Dim only (no blur)
{
Stencil {
Ref 8
Comp NotEqual
ReadMask 8
}
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _FocusColor;
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = float4(v.vertex.xy, 0, 0.5);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return _FocusColor;
}
ENDCG
}
Pass // 1: Blur/desaturation composite
{
Stencil {
Ref 8
Comp NotEqual
ReadMask 8
}
CGPROGRAM
#pragma vertex vertBlur
#pragma fragment fragBlur
#include "UnityCG.cginc"
fixed4 _FocusColor;
fixed _FocusDesaturation;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_FocusBlurTex);
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vertBlur (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = float4(v.vertex.xy, 0, 0.5);
return o;
}
fixed4 fragBlur (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float2 uv = i.pos.xy / _ScreenParams.xy;
fixed4 blurred = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_FocusBlurTex, uv);
fixed luminance = dot(blurred.rgb, fixed3(0.299, 0.587, 0.114));
blurred.rgb = lerp(blurred.rgb, luminance, _FocusDesaturation);
fixed3 result = blurred.rgb * (1.0 - _FocusColor.a) + _FocusColor.rgb * _FocusColor.a;
return fixed4(result, 1.0);
}
ENDCG
}
}
}