2023-05-08 15:56:10 +03:00

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Shader "MixedReality/SelectivePassthrough"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Inflation("Inflation", float) = 0
_InvertedAlpha("Inverted Alpha", float) = 1
[Header(DepthTest)]
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual"
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpColor("Blend Color", Float) = 2 //"ReverseSubtract"
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlpha("Blend Alpha", Float) = 3 //"Min"
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
Pass
{
ZWrite Off
ZTest[_ZTest]
BlendOp[_BlendOpColor], [_BlendOpAlpha]
Blend Zero One, One One
CGPROGRAM
// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members center)
//#pragma exclude_renderers d3d11
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Inflation;
float _InvertedAlpha;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex + v.normal * _Inflation);
float4 origin = mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0));
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 col = tex2D(_MainTex, i.uv);
float alpha = lerp(col.r, 1 - col.r, _InvertedAlpha);
return float4(0, 0, 0, alpha);
}
ENDCG
}
}
}