forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			78 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			78 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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Shader "Oculus/Interaction/StencilWriter"
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{
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	Properties
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	{
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		[IntRange] _StencilRef("Stencil Reference Value", Range(0,255)) = 0
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	}
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	SubShader{
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		Tags {"Queue" = "Geometry+501"} // stuck way up here so that it sorts with transparent objects
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		ZWrite Off
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		ColorMask 0 // Don't write to any colour channels
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		Stencil
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		{
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			Ref[_StencilRef]
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			Comp Always
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			Pass Replace
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		}
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		Pass
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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 VertexInput
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			{
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				half4 vertex : POSITION;
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				UNITY_VERTEX_INPUT_INSTANCE_ID
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			};
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			struct VertexOutput
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			{
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				half4 pos : 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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			VertexOutput vert(VertexInput v)
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			{
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				VertexOutput o;
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				UNITY_SETUP_INSTANCE_ID(v);
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				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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				UNITY_TRANSFER_INSTANCE_ID(v, o);
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				o.pos = UnityObjectToClipPos(v.vertex);
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				return o;
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			}
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			half4 frag(VertexOutput i) : COLOR
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			{
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				UNITY_SETUP_INSTANCE_ID(i);
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				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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				return 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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