Shader "MixedReality/SelectivePassthrough" { Properties { _MainTex("Texture", 2D) = "white" {} _Inflation("Inflation", float) = 0 _InvertedAlpha("Inverted Alpha", float) = 1 [Header(DepthTest)] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual" [Enum(UnityEngine.Rendering.BlendOp)] _BlendOpColor("Blend Color", Float) = 2 //"ReverseSubtract" [Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlpha("Blend Alpha", Float) = 3 //"Min" } SubShader { Tags { "RenderType"="Transparent" } LOD 100 Pass { ZWrite Off ZTest[_ZTest] BlendOp[_BlendOpColor], [_BlendOpAlpha] Blend Zero One, One One CGPROGRAM // Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members center) //#pragma exclude_renderers d3d11 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Inflation; float _InvertedAlpha; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex + v.normal * _Inflation); float4 origin = mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0)); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); float alpha = lerp(col.r, 1 - col.r, _InvertedAlpha); return float4(0, 0, 0, alpha); } ENDCG } } }