forked from cgvr/DeltaVR
deltavr multiplayer 2.0
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@@ -0,0 +1,38 @@
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Shader "Scene/InvisibleOccluder" {
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Properties {
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}
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SubShader {
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Tags{"RenderType" = "Transparent"}
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LOD 100
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Cull off
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ZWrite On
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ZTest Less
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Blend Zero One, Zero One
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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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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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};
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v2f vert(appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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return float4(0,0,0,0);
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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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