62 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			62 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /************************************************************************************
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| Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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| 
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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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| 
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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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| 
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| Shader "Hidden/DepthOverwrite" {
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|     Properties { 
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|         _Offset ("Offset (m)", Float) = 0.1
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|     }
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|     SubShader {
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|         Tags { "Queue"="Transparent+2000" "RenderType"="Opaque" }
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|         LOD 100
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| 
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|         Cull Off
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|         ColorMask 0
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| 
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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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| 
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|             #include "UnityCG.cginc"
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| 
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|             struct appdata {
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|                 float4 vertex : POSITION;
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|             };
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| 
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|             struct v2f {
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|                 float4 vertex : SV_POSITION;
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|             };
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| 
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|             sampler2D _MainTex;
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|             float4 _MainTex_ST;
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| 
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|             float _Offset;
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| 
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|             v2f vert (appdata v) {
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|                 v2f o;
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| 
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|                 float3 worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0));
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|                 float3 toCamera = normalize(_WorldSpaceCameraPos - worldPos);
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|                 float3 adjustedPos = worldPos + toCamera * _Offset;
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| 
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|                 o.vertex = mul(UNITY_MATRIX_VP, float4(adjustedPos, 1.0));
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|                 return o;
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|             }
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| 
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|             fixed4 frag (v2f i) : SV_Target {
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|                 return float4(1, 0, 0, 1);
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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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