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- 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
- }
- }
- }
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