forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			37 lines
		
	
	
		
			968 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			37 lines
		
	
	
		
			968 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*
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Code for transparent object in front of the overlay
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The keepalpha option is important to let unity maintain the alpha we return from the shader
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*/
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Shader "Oculus/Underlay Transparent Occluder" {
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    Properties{
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        _Color("Main Color", Color) = (1,1,1,1)
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        _MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
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    }
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        SubShader{
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        Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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        Blend SrcAlpha OneMinusSrcAlpha
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        // extra pass that renders to depth buffer only
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        Pass{
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            ZWrite On
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            ColorMask 0
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        }
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        CGPROGRAM
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        #pragma surface surf Lambert keepalpha
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            fixed4 _Color;
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        struct Input {
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            float4 color : COLOR;
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        };
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        void surf(Input IN, inout SurfaceOutput o) {
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            o.Albedo = _Color.rgb;
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            o.Alpha = _Color.a;
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        }
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        ENDCG
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    }
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        Fallback "Transparent/VertexLit"
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}
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