forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			66 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			2.1 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/Imposter_AlphaCutout" {
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    Properties {
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        _MainTex ("Texture", 2D) = "white" {}
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        _Cutoff("Alpha cutoff", Range(0,1)) = 0.5
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    }
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    SubShader {
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        Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
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        LOD 100
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        Blend One Zero
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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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                float2 uv : TEXCOORD0;
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                UNITY_VERTEX_INPUT_INSTANCE_ID
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            };
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            struct v2f {
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                float2 uv : TEXCOORD0;
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                float4 vertex : SV_POSITION;
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                UNITY_VERTEX_OUTPUT_STEREO
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            };
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            sampler2D _MainTex;
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            float4 _MainTex_ST;
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            float _Cutoff;
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            v2f vert (appdata v) {
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                v2f o;
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                UNITY_SETUP_INSTANCE_ID(v);
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                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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                o.vertex = UnityObjectToClipPos(v.vertex);
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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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                float4 color = tex2D(_MainTex, i.uv);
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                clip(color.a - _Cutoff);
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                return color;
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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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