forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			70 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			70 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "MixedReality/SelectivePassthrough"
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{
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    Properties
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    {
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		_MainTex("Texture", 2D) = "white" {}
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		_Inflation("Inflation", float) = 0
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		_InvertedAlpha("Inverted Alpha", float) = 1
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        [Header(DepthTest)]
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        [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual"
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        [Enum(UnityEngine.Rendering.BlendOp)] _BlendOpColor("Blend Color", Float) = 2 //"ReverseSubtract"
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        [Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlpha("Blend Alpha", Float) = 3 //"Min"
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    }
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    SubShader
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    {
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        Tags { "RenderType"="Transparent" }
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        LOD 100
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        Pass
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        {
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		    ZWrite Off
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			ZTest[_ZTest]
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			BlendOp[_BlendOpColor], [_BlendOpAlpha]
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            Blend Zero One, One One
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            CGPROGRAM
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// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members center)
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//#pragma exclude_renderers d3d11
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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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				float2 uv : TEXCOORD0;
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				float3 normal : NORMAL;
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            };
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            struct v2f
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            {
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                float2 uv : TEXCOORD0;
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                float4 vertex : SV_POSITION;
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            };
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            sampler2D _MainTex;
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            float4 _MainTex_ST;
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            float _Inflation;
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            float _InvertedAlpha;
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            v2f vert(appdata v)
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            {
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                v2f o;
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                o.vertex = UnityObjectToClipPos(v.vertex + v.normal * _Inflation);
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                float4 origin = mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0));
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                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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                return o;
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            }
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            fixed4 frag(v2f i) : SV_Target {
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                fixed4 col = tex2D(_MainTex, i.uv);
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              float alpha = lerp(col.r, 1 - col.r, _InvertedAlpha);
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                return float4(0, 0, 0, alpha);
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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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