49 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			49 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*
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| This shader is used to render the impostor while clearing out the alpha of the eye buffer
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| The important details here are:
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| - the use of the Geometry+1 queue to make sure the impostor is drawn after all other opaque objects but before alpha
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| - the keepalpha parameter that allow unity to actually write the alpha we return at the end of the shader.
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| */
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| 
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| Shader "Oculus/Underlay Impostor" {
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|     Properties{
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|         _Color("Color", Color) = (1,1,1,1)
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|         _MainTex("Albedo (RGB)", 2D) = "white" {}
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|         _Glossiness("Smoothness", Range(0,1)) = 0.5
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|         _Metallic("Metallic", Range(0,1)) = 0.0
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|     }
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|         SubShader{
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|             Tags { "Queue" = "Geometry+1" "RenderType" = "Opaque" }
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|             LOD 200
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| 
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|             CGPROGRAM
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|             // Physically based Standard lighting model, and enable shadows on all light types
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|             #pragma surface surf Standard fullforwardshadows keepalpha
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| 
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|             // Use shader model 3.0 target, to get nicer looking lighting
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|             #pragma target 3.0
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| 
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|             sampler2D _MainTex;
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| 
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|             struct Input {
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|                 float2 uv_MainTex;
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|             };
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| 
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|             half _Glossiness;
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|             half _Metallic;
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|             fixed4 _Color;
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| 
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|             void surf(Input IN, inout SurfaceOutputStandard o) {
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|                 // Albedo comes from a texture tinted by color
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|                 fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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|                 o.Albedo = c.rgb;
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|                 // Metallic and smoothness come from slider variables
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|                 o.Metallic = _Metallic;
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|                 o.Smoothness = _Glossiness;
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|                 o.Alpha = 0.f;
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|             }
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|             ENDCG
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|         }
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|             FallBack "Diffuse"
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| }
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