100 lines
2.1 KiB
Plaintext
100 lines
2.1 KiB
Plaintext
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
|
|
}
|
|
}
|
|
}
|