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* Add Open Brush startup logo * Make logo fully transparent before appearing
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%YAML 1.1 | ||
%TAG !u! tag:unity3d.com,2011: | ||
--- !u!21 &2100000 | ||
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139
Assets/Materials/IntroMaterials/Shaders/Intro_LogoImage.shader
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// Copyright 2020 The Tilt Brush Authors | ||
// | ||
// Licensed under the Apache License, Version 2.0 (the "License"); | ||
// you may not use this file except in compliance with the License. | ||
// You may obtain a copy of the License at | ||
// | ||
// http://www.apache.org/licenses/LICENSE-2.0 | ||
// | ||
// Unless required by applicable law or agreed to in writing, software | ||
// distributed under the License is distributed on an "AS IS" BASIS, | ||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
// See the License for the specific language governing permissions and | ||
// limitations under the License. | ||
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Shader "Custom/Intro_Image" { | ||
Properties { | ||
_IntroDissolve ("Progress", Float) = 0 | ||
_Color ("Main Color", Color) = (1,1,1,1) | ||
_MainTex ("Texture", 2D) = "white" {} | ||
} | ||
SubShader { | ||
Tags { "Queue"="Transparent" "RenderType"="Transparent" } | ||
Blend SrcAlpha OneMinusSrcAlpha | ||
LOD 100 | ||
Pass { | ||
CGPROGRAM | ||
#pragma vertex vert | ||
#pragma fragment frag | ||
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#include "UnityCG.cginc" | ||
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float _IntroDissolve; | ||
sampler2D _MainTex; | ||
float4 _MainTex_ST; | ||
fixed4 _Color; | ||
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struct appdata { | ||
float4 vertex : POSITION; | ||
float2 uv : TEXCOORD0; | ||
}; | ||
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struct v2f { | ||
float2 uv_MainTex : TEXCOORD0; | ||
float4 vertex : SV_POSITION; | ||
}; | ||
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// Creates a smooth in and out line from min to max over the range t = [0, 1]. | ||
float smooth(float min, float max, float t) { | ||
const float PI = 3.14159265358979; | ||
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// Clamp min and max to be within a certain limit of each other. | ||
float limit = 3; | ||
min = t < 0.5 ? min : max + limit * (saturate((min - max) / limit + 0.5) - 0.5); | ||
max = t > 0.5 ? max : min + limit * (saturate((max - min) / limit + 0.5) - 0.5); | ||
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float inCurve = pow(cos(t * PI), .3); | ||
float outCurve = -pow(abs(cos(t * PI)), .5); | ||
return t < 0.5 ? | ||
(-0.5 * inCurve + .5) * (max - min) + min : | ||
(-0.5 * outCurve + .5) * (max - min) + min; | ||
} | ||
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v2f vert (appdata v) { | ||
v2f o; | ||
o.vertex = UnityObjectToClipPos(v.vertex); | ||
o.uv_MainTex = TRANSFORM_TEX(v.uv, _MainTex); | ||
return o; | ||
} | ||
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fixed4 frag (v2f IN) : SV_Target { | ||
// Base theta is the rotational angle around the logo. | ||
const float TWO_PI = 2.0 * 3.14159265358979; | ||
const float PI_OVER_THREE = 3.14159265358979 / 3.0; | ||
float x = IN.uv_MainTex.x - 0.5; | ||
float y = IN.uv_MainTex.y - 0.5; | ||
float theta = fmod(atan2(x , y) + TWO_PI - TWO_PI/21, TWO_PI); | ||
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// The commented code below was used to progress the Tilt Brush logo correctly. | ||
// As Open Brush's logo is radial, this is not needed. | ||
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// Modify theta so that the first sixth of the progress sweeps across the first part of the | ||
// logo. | ||
// const float A_MIN = 0.600; // Left edge of the first part of the logo | ||
// const float A_MAX = 1.100; // Right edge of the first part of the logo | ||
// const float B_MIN = 0.515; // Top edge of the first part of the logo | ||
// const float B_MAX = 0.682; // Bottom edge of the first part of the logo | ||
// const float cos_30 = 0.86602540378443864676372317075294; | ||
// const float sin_30 = 0.5; | ||
// float a = IN.uv_MainTex.x * sin_30 + IN.uv_MainTex.y * cos_30; | ||
// a = (a - A_MIN) / (A_MAX - A_MIN); | ||
// float b = IN.uv_MainTex.x * sin_30 + (1 - IN.uv_MainTex.y) * cos_30; | ||
// b = (b - B_MIN) / (B_MAX - B_MIN); | ||
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// // Interpolate between the three different colors in the first 1/6th of the logo. | ||
// const float edge1 = 1.0 / 18; | ||
// const float factor1 = _Progress / edge1; | ||
// const float edge2 = 1.0 / 9; | ||
// const float factor2 = (_Progress - edge1) / (edge2 - edge1); | ||
// const float factor2b = -5 * (1 - factor2) + 1 * factor2; | ||
// const float edge3 = 1.0 / 6; | ||
// const float factor3 = (_Progress - edge2) / (edge3 - edge2); | ||
// float e1 = _Progress < edge1 ? 6.65 * (1 - factor1) + 5.00 * factor1 : | ||
// _Progress < edge2 ? 5.00 * (1 - factor2) + 3.30 * factor2 : 3.30 * (1 - factor3); | ||
// float e2 = _Progress < edge1 ? 3.33 * (1 - factor1) + 3.30 * factor1 : | ||
// _Progress < edge2 ? 3.30 * (1 - factor2) + 0.00 * factor2 : 0.00 * (1 - factor3); | ||
// float e3 = _Progress < edge1 ? 0.00 * (1 - factor1) + 0.00 * factor1 : | ||
// _Progress < edge2 ? 0.00 * (1 - factor2) + 1.60 * factor2 : 1.60 * (1 - factor3); | ||
// float e4 = _Progress < edge1 ? 3.33 * (1 - factor1) + 5.00 * factor1 : | ||
// _Progress < edge2 ? 5.00 * (1 - factor2) + 1.60 * factor2 : 1.60 * (1 - factor3); | ||
// float taper = | ||
// b < 1.0 / 8 ? smooth(-e1 - 2, -e1, .5 + 4 * b) : | ||
// b < 2.0 / 8 ? smooth(-e1, -e2, 4 * b - 0.5) : | ||
// b < 3.0 / 8 ? smooth(-e1, -e2, 4 * b - 0.5) : | ||
// b < 4.0 / 8 ? smooth(-e2, -e3, 4 * b - 1.5) : | ||
// b < 5.0 / 8 ? smooth(-e2, -e3, 4 * b - 1.5) : | ||
// b < 6.0 / 8 ? smooth(-e3, -e4, 4 * b - 2.5) : | ||
// b < 7.0 / 8 ? smooth(-e3, -e4, 4 * b - 2.5) : | ||
// smooth(-e4, -e4 - 1, 4 * b - 3.5); | ||
// taper *= 0.05; | ||
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// theta = a > 0 && a < 1 && b > 0 && b < 1 | ||
// ? (a + taper) * PI_OVER_THREE | ||
// : theta; | ||
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex); | ||
if (c.a < 0.5) discard; | ||
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c *= _Color * theta < ((1 - _IntroDissolve) * TWO_PI) ? 1 : 0.0; | ||
// Uncomment out the next two lines to test out the boundaries. | ||
//c.r += a > 0 && a < 1 ? .5 : 0; | ||
//c.g += b > 0 && b < 1 ? .5 : 0; | ||
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return c; | ||
} | ||
ENDCG | ||
} | ||
} | ||
FallBack "Diffuse" | ||
} |
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9
Assets/Materials/IntroMaterials/Shaders/Intro_LogoImage.shader.meta
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