100 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			100 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| Shader "Oculus/OVRMRCameraFrame"
 | |
| {
 | |
| 	Properties
 | |
| 	{
 | |
| 		_Color("Main Color", Color) = (1,1,1,1)
 | |
| 		_MainTex("Main Texture", 2D) = "white" {}
 | |
| 		_Visible("Visible", Range(0.0,1.0)) = 1.0
 | |
| 		_ChromaAlphaCutoff("ChromaAlphaCutoff", Range(0.0,1.0)) = 0.01
 | |
| 		_ChromaToleranceA("ChromaToleranceA", Range(0.0,50.0)) = 20.0
 | |
| 		_ChromaToleranceB("ChromaToleranceB", Range(0.0,50.0)) = 15.0
 | |
| 		_ChromaShadows("ChromaShadows", Range(0.0,1.0)) = 0.02
 | |
| 	}
 | |
| 	SubShader
 | |
| 	{
 | |
| 		Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
 | |
| 		Blend SrcAlpha OneMinusSrcAlpha
 | |
| 		AlphaTest Greater .01
 | |
| 		Fog{ Mode Off }
 | |
| 		LOD 100
 | |
| 		Cull Off
 | |
| 
 | |
| 		Pass
 | |
| 		{
 | |
| 			CGPROGRAM
 | |
| 			#pragma vertex vert
 | |
| 			#pragma fragment frag
 | |
| 
 | |
| 			#include "UnityCG.cginc"
 | |
| 			#include "OVRMRChromaKey.cginc"
 | |
| 
 | |
| 			struct appdata
 | |
| 			{
 | |
| 				float4 vertex : POSITION;
 | |
| 				float2 texcoord : TEXCOORD0;
 | |
| 			};
 | |
| 
 | |
| 			struct v2f
 | |
| 			{
 | |
| 				float4 vertex : SV_POSITION;
 | |
| 				float2 texcoord : TEXCOORD0;
 | |
| 			};
 | |
| 
 | |
| 			sampler2D _MainTex;
 | |
| 			float4 _MainTex_ST;
 | |
| 			sampler2D _MaskTex;
 | |
| 
 | |
| 			float4 _TextureDimension;		// (w, h, 1/w, 1/h)
 | |
| 
 | |
| 			fixed4 _Color;
 | |
| 			fixed  _Visible;
 | |
| 			float4 _FlipParams;		// (flip_h, flip_v, 0, 0)
 | |
| 
 | |
| 			v2f vert (appdata v)
 | |
| 			{
 | |
| 				v2f o;
 | |
| 				o.vertex = UnityObjectToClipPos(v.vertex);
 | |
| 				o.vertex *= _Visible;
 | |
| 				o.texcoord = TRANSFORM_TEX(float2(v.texcoord.x, 1.0-v.texcoord.y), _MainTex);
 | |
| 				return o;
 | |
| 			}
 | |
| 
 | |
| 			fixed GetMask(float2 uv)
 | |
| 			{
 | |
| 				return tex2D(_MaskTex, uv).r;
 | |
| 			}
 | |
| 
 | |
| 			fixed4 GetCameraColor(float2 colorUV)
 | |
| 			{
 | |
| 				fixed4 c = tex2D(_MainTex, colorUV) * _Color;
 | |
| 				return c;
 | |
| 			}
 | |
| 
 | |
| 			fixed4 frag (v2f i) : SV_Target
 | |
| 			{
 | |
| 				float2 colorUV = i.texcoord;
 | |
| 				if (_FlipParams.x > 0.0)
 | |
| 				{
 | |
| 					colorUV.x = 1.0 - colorUV.x;
 | |
| 				}
 | |
| 				if (_FlipParams.y > 0.0)
 | |
| 				{
 | |
| 					colorUV.y = 1.0 - colorUV.y;
 | |
| 				}
 | |
| 				float mask = GetMask(float2(colorUV.x, 1.0 - colorUV.y));
 | |
| 				if (mask == 0.0)
 | |
| 				{
 | |
| 					discard;
 | |
| 				}
 | |
| 				float4 col = GetColorAfterChromaKey(colorUV, _TextureDimension.zw, 1.0);
 | |
| 				if (col.a < 0.0)
 | |
| 				{
 | |
| 					discard;
 | |
| 				}
 | |
| 				return col;
 | |
| 			}
 | |
| 			ENDCG
 | |
| 		}
 | |
| 	}
 | |
| }
 |