VR/Assets/MultiToy/Materials/DepthOnly.shader

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/*
* 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
}
}
}