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