88 lines
2.5 KiB
Plaintext
88 lines
2.5 KiB
Plaintext
|
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
|
||
|
//
|
||
|
// Purpose: Used for objects that can be seen through objects in front of them
|
||
|
//
|
||
|
//=============================================================================
|
||
|
// UNITY_SHADER_NO_UPGRADE
|
||
|
Shader "Valve/VR/SeeThru"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
_Color( "Color", Color ) = ( 1, 1, 1, 1 )
|
||
|
}
|
||
|
SubShader
|
||
|
{
|
||
|
Tags{ "Queue" = "Geometry+1" "RenderType" = "Transparent" }
|
||
|
LOD 100
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
|
||
|
Blend SrcAlpha OneMinusSrcAlpha // Alpha blending
|
||
|
Cull Off
|
||
|
ZWrite Off
|
||
|
ZTest Greater
|
||
|
Stencil
|
||
|
{
|
||
|
Ref 2
|
||
|
Comp notequal
|
||
|
Pass replace
|
||
|
Fail keep
|
||
|
}
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma target 5.0
|
||
|
#pragma only_renderers d3d11 vulkan glcore
|
||
|
#pragma exclude_renderers gles
|
||
|
|
||
|
#pragma vertex MainVS
|
||
|
#pragma fragment MainPS
|
||
|
|
||
|
// Includes -------------------------------------------------------------------------------------------------------------------------------------------------
|
||
|
#include "UnityCG.cginc"
|
||
|
|
||
|
// Structs --------------------------------------------------------------------------------------------------------------------------------------------------
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float2 uv : TEXCOORD0;
|
||
|
float4 vertex : SV_POSITION;
|
||
|
};
|
||
|
|
||
|
// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
|
||
|
sampler2D _MainTex;
|
||
|
float4 _MainTex_ST;
|
||
|
float4 _Color;
|
||
|
|
||
|
// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
|
||
|
VertexOutput MainVS( VertexInput i )
|
||
|
{
|
||
|
VertexOutput o;
|
||
|
#if UNITY_VERSION >= 540
|
||
|
o.vertex = UnityObjectToClipPos(i.vertex);
|
||
|
#else
|
||
|
o.vertex = mul(UNITY_MATRIX_MVP, i.vertex);
|
||
|
#endif
|
||
|
o.uv = TRANSFORM_TEX( i.uv, _MainTex );
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
|
||
|
float4 MainPS( VertexOutput i ) : SV_Target
|
||
|
{
|
||
|
float4 vColor = _Color.rgba;
|
||
|
|
||
|
return vColor.rgba;
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
}
|