/************************************************************************************ Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved. Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at https://developer.oculus.com/licenses/oculussdk/ Unless required by applicable law or agreed to in writing, the Utilities SDK distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ************************************************************************************/ Shader "Oculus/Interaction/StencilWriter"{ Properties{ [IntRange] _StencilRef("Stencil Reference Value", Range(0,255)) = 0 } SubShader{ Tags { "Queue" = "Geometry+501"} // stuck way up here so that it sorts with transparent objects ZWrite Off ColorMask 0 // Don't write to any colour channels //Blend Zero One Stencil{ Ref[_StencilRef] Comp Always Pass Replace } Pass { CGPROGRAM // pragmas #pragma vertex vert #pragma fragment frag // base input structs struct vertexInput { half4 vertex : POSITION; }; struct vertexOutput { half4 pos : SV_POSITION; }; // vertex function vertexOutput vert(vertexInput v) { vertexOutput o; o.pos = UnityObjectToClipPos(v.vertex); return o; } // fragment function fixed4 frag(vertexOutput i) : COLOR { return 0; } ENDCG } } }