67 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			67 lines
		
	
	
		
			2.2 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/Imposter_Underlay_AA" {
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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 SrcAlpha, One Zero
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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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|                 float2 uv : TEXCOORD0;
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|                 UNITY_VERTEX_INPUT_INSTANCE_ID
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|             };
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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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| 
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|             sampler2D _MainTex;
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|             float4 _MainTex_ST;
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| 
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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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| 
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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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| 
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|                 //Reject pixels that are almost completely transparent
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|                 if (alpha < 0.001) {
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|                     discard;
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|                 }
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| 
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|                 return float4(0, 0, 0, 1 - alpha);
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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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