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