forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			73 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "Unlit/StencilPortalShader"
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{
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    Properties
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    {
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        [IntRange] _StencilID("Stencil ID", Range(1, 255)) = 1
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    }
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    SubShader
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    {
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        Tags
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        {
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            "RenderType" = "Opaque"
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            "Queue" = "Geometry"
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            "RenderPipeline" = "UniversalPipeline"
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        }
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        Pass
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        {
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            Blend Zero One
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            ZWrite Off
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            Cull Off // turn off backface culling
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            Stencil
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            {
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                Ref[_StencilID]
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                Comp Always
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                Pass Replace
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                Fail Keep
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            }
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            CGPROGRAM
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            #pragma vertex vert
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            #pragma fragment frag
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            #include "UnityCG.cginc"
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            struct appdata
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            {
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                float4 vertex : POSITION;
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                UNITY_VERTEX_INPUT_INSTANCE_ID
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            };
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            struct v2f
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            {
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                float4 vertex : SV_POSITION;
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                UNITY_VERTEX_INPUT_INSTANCE_ID
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                UNITY_VERTEX_OUTPUT_STEREO
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            };
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            v2f vert(appdata v)
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            {
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                v2f o;
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                UNITY_SETUP_INSTANCE_ID(v);
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                UNITY_INITIALIZE_OUTPUT(v2f, o);
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                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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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            {
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                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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                return float4(0.0, 1.0, 0.0, 1.0);
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            }
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            ENDCG
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        }
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    }
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} |