forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			62 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			62 lines
		
	
	
		
			1.9 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 "Hidden/DepthOverwrite" {
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    Properties { 
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        _Offset ("Offset (m)", Float) = 0.1
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    }
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    SubShader {
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        Tags { "Queue"="Transparent+2000" "RenderType"="Opaque" }
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        LOD 100
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        Cull Off
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        ColorMask 0
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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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            #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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            sampler2D _MainTex;
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            float4 _MainTex_ST;
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            float _Offset;
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            v2f vert (appdata v) {
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                v2f o;
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                float3 worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0));
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                float3 toCamera = normalize(_WorldSpaceCameraPos - worldPos);
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                float3 adjustedPos = worldPos + toCamera * _Offset;
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                o.vertex = mul(UNITY_MATRIX_VP, float4(adjustedPos, 1.0));
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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(1, 0, 0, 1);
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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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