|
|
- /*
- Code for transparent object in front of the overlay
- The keepalpha option is important to let unity maintain the alpha we return from the shader
- */
-
- Shader "Oculus/Underlay Transparent Occluder" {
- Properties{
- _Color("Main Color", Color) = (1,1,1,1)
- _MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
- }
- SubShader{
- Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
- Blend SrcAlpha OneMinusSrcAlpha
-
- // extra pass that renders to depth buffer only
- Pass{
- ZWrite On
- ColorMask 0
- }
-
- CGPROGRAM
- #pragma surface surf Lambert keepalpha
- fixed4 _Color;
- struct Input {
- float4 color : COLOR;
- };
- void surf(Input IN, inout SurfaceOutput o) {
- o.Albedo = _Color.rgb;
- o.Alpha = _Color.a;
- }
- ENDCG
- }
-
-
- Fallback "Transparent/VertexLit"
- }
|