deltavr multiplayer 2.0
This commit is contained in:
@@ -0,0 +1,66 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK 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.
|
||||
************************************************************************************/
|
||||
|
||||
Shader "Hidden/Imposter_Underlay_AA" {
|
||||
Properties {
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
}
|
||||
SubShader {
|
||||
Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque"}
|
||||
LOD 100
|
||||
Blend Zero SrcAlpha, One Zero
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata v) {
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target{
|
||||
float alpha = tex2D(_MainTex, i.uv).a;
|
||||
|
||||
//Reject pixels that are almost completely transparent
|
||||
if (alpha < 0.001) {
|
||||
discard;
|
||||
}
|
||||
|
||||
return float4(0, 0, 0, 1 - alpha);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user