forked from cgvr/DeltaVR
Initial Commit
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@@ -0,0 +1,36 @@
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/*
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Code for transparent object in front of the overlay
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The keepalpha option is important to let unity maintain the alpha we return from the shader
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*/
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Shader "Oculus/Underlay Transparent Occluder" {
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Properties{
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_Color("Main Color", Color) = (1,1,1,1)
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_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
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}
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SubShader{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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// extra pass that renders to depth buffer only
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Pass{
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ZWrite On
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ColorMask 0
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}
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CGPROGRAM
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#pragma surface surf Lambert keepalpha
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fixed4 _Color;
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struct Input {
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float4 color : COLOR;
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};
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void surf(Input IN, inout SurfaceOutput o) {
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o.Albedo = _Color.rgb;
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o.Alpha = _Color.a;
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}
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ENDCG
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}
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Fallback "Transparent/VertexLit"
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}
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