/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ Shader "TheWorldBeyond/DepthOnly" { Properties { } SubShader { Tags{"RenderType" = "Transparent"} LOD 100 // First Pass: render outside shell of hand, as depth object Pass { ColorMask 0 Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); UNITY_TRANSFER_FOG(o, o.vertex); return o; } fixed4 frag(v2f i) : SV_Target { //clip(mask.r - 0.5); return float4(0,0,0,0); } ENDCG } } }