67 lines
2.1 KiB
Plaintext
67 lines
2.1 KiB
Plaintext
/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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Shader "Hidden/Imposter_Underlay" {
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Properties {
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader {
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Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque"}
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LOD 100
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Blend Zero Zero, Zero Zero
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata v) {
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target{
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float alpha = tex2D(_MainTex, i.uv).a;
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//Reject pixels that are almost completely transparent
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if (alpha < 0.5) {
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discard;
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}
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return float4(0, 0, 0, 0);
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}
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ENDCG
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}
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}
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}
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