Shader "Oculus/OVRMRCameraFrame" { Properties { _Color("Main Color", Color) = (1,1,1,1) _MainTex("Main Texture", 2D) = "white" {} _Visible("Visible", Range(0.0,1.0)) = 1.0 _ChromaAlphaCutoff("ChromaAlphaCutoff", Range(0.0,1.0)) = 0.01 _ChromaToleranceA("ChromaToleranceA", Range(0.0,50.0)) = 20.0 _ChromaToleranceB("ChromaToleranceB", Range(0.0,50.0)) = 15.0 _ChromaShadows("ChromaShadows", Range(0.0,1.0)) = 0.02 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha AlphaTest Greater .01 Fog{ Mode Off } LOD 100 Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "OVRMRChromaKey.cginc" struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _MaskTex; float4 _TextureDimension; // (w, h, 1/w, 1/h) fixed4 _Color; fixed _Visible; float4 _FlipParams; // (flip_h, flip_v, 0, 0) v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.vertex *= _Visible; o.texcoord = TRANSFORM_TEX(float2(v.texcoord.x, 1.0-v.texcoord.y), _MainTex); return o; } fixed GetMask(float2 uv) { return tex2D(_MaskTex, uv).r; } fixed4 GetCameraColor(float2 colorUV) { fixed4 c = tex2D(_MainTex, colorUV) * _Color; return c; } fixed4 frag (v2f i) : SV_Target { float2 colorUV = i.texcoord; if (_FlipParams.x > 0.0) { colorUV.x = 1.0 - colorUV.x; } if (_FlipParams.y > 0.0) { colorUV.y = 1.0 - colorUV.y; } float mask = GetMask(float2(colorUV.x, 1.0 - colorUV.y)); if (mask == 0.0) { discard; } float4 col = GetColorAfterChromaKey(colorUV, _TextureDimension.zw, 1.0); if (col.a < 0.0) { discard; } return col; } ENDCG } } }