49 lines
1.7 KiB
Plaintext
49 lines
1.7 KiB
Plaintext
/*
|
|
This shader is used to render the impostor while clearing out the alpha of the eye buffer
|
|
The important details here are:
|
|
- the use of the Geometry+1 queue to make sure the impostor is drawn after all other opaque objects but before alpha
|
|
- the keepalpha parameter that allow unity to actually write the alpha we return at the end of the shader.
|
|
*/
|
|
|
|
Shader "Oculus/Underlay Impostor" {
|
|
Properties{
|
|
_Color("Color", Color) = (1,1,1,1)
|
|
_MainTex("Albedo (RGB)", 2D) = "white" {}
|
|
_Glossiness("Smoothness", Range(0,1)) = 0.5
|
|
_Metallic("Metallic", Range(0,1)) = 0.0
|
|
}
|
|
SubShader{
|
|
Tags { "Queue" = "Geometry+1" "RenderType" = "Opaque" }
|
|
LOD 200
|
|
|
|
CGPROGRAM
|
|
// Physically based Standard lighting model, and enable shadows on all light types
|
|
#pragma surface surf Standard fullforwardshadows keepalpha
|
|
|
|
// Use shader model 3.0 target, to get nicer looking lighting
|
|
#pragma target 3.0
|
|
|
|
sampler2D _MainTex;
|
|
|
|
struct Input {
|
|
float2 uv_MainTex;
|
|
};
|
|
|
|
half _Glossiness;
|
|
half _Metallic;
|
|
fixed4 _Color;
|
|
|
|
void surf(Input IN, inout SurfaceOutputStandard o) {
|
|
// Albedo comes from a texture tinted by color
|
|
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
|
|
o.Albedo = c.rgb;
|
|
// Metallic and smoothness come from slider variables
|
|
o.Metallic = _Metallic;
|
|
o.Smoothness = _Glossiness;
|
|
o.Alpha = 0.f;
|
|
}
|
|
ENDCG
|
|
}
|
|
FallBack "Diffuse"
|
|
}
|