FittsLaw/Assets/Oculus/VR/Resources/OVRMRCameraFrame.shader

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2018-10-08 23:54:11 -04:00
Shader "Oculus/OVRMRCameraFrame"
{
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Main Texture", 2D) = "white" {}
_Visible("Visible", Range(0.0,1.0)) = 1.0
_ChromaAlphaCutoff("ChromaAlphaCutoff", Range(0.0,1.0)) = 0.01
_ChromaToleranceA("ChromaToleranceA", Range(0.0,50.0)) = 20.0
_ChromaToleranceB("ChromaToleranceB", Range(0.0,50.0)) = 15.0
_ChromaShadows("ChromaShadows", Range(0.0,1.0)) = 0.02
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
AlphaTest Greater .01
Fog{ Mode Off }
LOD 100
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "OVRMRChromaKey.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _MaskTex;
float4 _TextureDimension; // (w, h, 1/w, 1/h)
fixed4 _Color;
fixed _Visible;
float4 _FlipParams; // (flip_h, flip_v, 0, 0)
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.vertex *= _Visible;
o.texcoord = TRANSFORM_TEX(float2(v.texcoord.x, 1.0-v.texcoord.y), _MainTex);
return o;
}
fixed GetMask(float2 uv)
{
return tex2D(_MaskTex, uv).r;
}
fixed4 GetCameraColor(float2 colorUV)
{
fixed4 c = tex2D(_MainTex, colorUV) * _Color;
return c;
}
fixed4 frag (v2f i) : SV_Target
{
float2 colorUV = i.texcoord;
if (_FlipParams.x > 0.0)
{
colorUV.x = 1.0 - colorUV.x;
}
if (_FlipParams.y > 0.0)
{
colorUV.y = 1.0 - colorUV.y;
}
float mask = GetMask(float2(colorUV.x, 1.0 - colorUV.y));
if (mask == 0.0)
{
discard;
}
float4 col = GetColorAfterChromaKey(colorUV, _TextureDimension.zw, 1.0);
if (col.a < 0.0)
{
discard;
}
return col;
}
ENDCG
}
}
}