Shader "Oculus/OVRMRClipPlane" { Properties { _Color("Chroma Key Color", Color) = (0,1,0,1) _Visible("Visible", Range(0.0,1.0)) = 1.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; fixed4 _Color; fixed _Visible; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.vertex *= _Visible; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = _Color; return col; } ENDCG } } }