Shader "Oculus/OVRMRCameraFrameLit" { Properties{ _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo (RGB)", 2D) = "white" {} _DepthTex("Depth (cm)", 2D) = "black" {} _InconfidenceTex("Inconfidence (0-100)", 2D) = "black" {} _Visible("Visible", Range(0.0,1.0)) = 1.0 } SubShader{ Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" } LOD 200 CGPROGRAM #pragma surface surf Lambert alpha:fade #pragma target 3.0 #include "OVRMRChromaKey.cginc" #define TEST_ENVIRONMENT 0 sampler2D _MainTex; sampler2D _DepthTex; sampler2D _MaskTex; float4 _TextureDimension; // (w, h, 1/w, 1/h) float4 _TextureWorldSize; // (width_in_meter, height_in_meter, 0, 0) float _SmoothFactor; float _DepthVariationClamp; float _CullingDistance; struct Input { #if TEST_ENVIRONMENT float2 uv_MainTex; #endif float4 screenPos; }; fixed4 _Color; fixed _Visible; float4 _FlipParams; // (flip_h, flip_v, 0, 0) fixed GetMask(float2 uv) { return tex2D(_MaskTex, uv).r; } fixed4 GetCameraColor(float2 colorUV) { fixed4 c = tex2D(_MainTex, colorUV) * _Color; return c; } float GetDepth(float2 uv) { float depth = tex2D(_DepthTex, uv).x * 1.0 / 100; return depth; } float3 GetNormal(float2 uv) { float dz_x = GetDepth(uv + float2(_TextureDimension.z, 0)) - GetDepth(uv - float2(_TextureDimension.z, 0)); float dz_y = GetDepth(uv + float2(0, _TextureDimension.w)) - GetDepth(uv - float2(0, _TextureDimension.w)); dz_x = clamp(dz_x, -_DepthVariationClamp, _DepthVariationClamp); dz_y = clamp(dz_y, -_DepthVariationClamp, _DepthVariationClamp); //float dist = 0.01; //float3 normal = cross(float3(dist, 0, dz_x), float3(0, dist, dz_y)); float3 normal = cross(float3(_TextureWorldSize.x * _TextureDimension.z * 2.0 * _SmoothFactor, 0, dz_x), float3(0, _TextureWorldSize.y * _TextureDimension.w * 2.0 * _SmoothFactor, dz_y)); normal = normalize(normal); return normal; } void surf(Input IN, inout SurfaceOutput o) { #if TEST_ENVIRONMENT float2 colorUV = float2(IN.uv_MainTex.x, IN.uv_MainTex.y); #else float2 screenUV = IN.screenPos.xy / IN.screenPos.w; float2 colorUV = float2(screenUV.x, 1.0 - screenUV.y); #endif 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(colorUV); if (mask == 0.0) { discard; } float4 col = GetColorAfterChromaKey(colorUV, _TextureDimension.zw, 1.0); if (col.a < 0.0) { discard; } float depth = GetDepth(colorUV); if (depth > _CullingDistance) { discard; } float3 normal = GetNormal(colorUV); o.Albedo = col.rgb; o.Normal = normal; o.Alpha = col.a *_Visible; } ENDCG } FallBack "Alpha-Diffuse" }