Shader "Oculus/OVRMRCameraFrame"
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{
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Properties
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{
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_Color("Main Color", Color) = (1,1,1,1)
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_MainTex("Main Texture", 2D) = "white" {}
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_Visible("Visible", Range(0.0,1.0)) = 1.0
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_ChromaAlphaCutoff("ChromaAlphaCutoff", Range(0.0,1.0)) = 0.01
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_ChromaToleranceA("ChromaToleranceA", Range(0.0,50.0)) = 20.0
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_ChromaToleranceB("ChromaToleranceB", Range(0.0,50.0)) = 15.0
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_ChromaShadows("ChromaShadows", Range(0.0,1.0)) = 0.02
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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AlphaTest Greater .01
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Fog{ Mode Off }
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LOD 100
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Cull Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "OVRMRChromaKey.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _MaskTex;
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float4 _TextureDimension; // (w, h, 1/w, 1/h)
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fixed4 _Color;
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fixed _Visible;
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float4 _FlipParams; // (flip_h, flip_v, 0, 0)
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.vertex *= _Visible;
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o.texcoord = TRANSFORM_TEX(float2(v.texcoord.x, 1.0-v.texcoord.y), _MainTex);
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return o;
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}
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fixed GetMask(float2 uv)
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{
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return tex2D(_MaskTex, uv).r;
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}
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fixed4 GetCameraColor(float2 colorUV)
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{
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fixed4 c = tex2D(_MainTex, colorUV) * _Color;
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return c;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float2 colorUV = i.texcoord;
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if (_FlipParams.x > 0.0)
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{
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colorUV.x = 1.0 - colorUV.x;
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}
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if (_FlipParams.y > 0.0)
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{
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colorUV.y = 1.0 - colorUV.y;
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}
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float mask = GetMask(float2(colorUV.x, 1.0 - colorUV.y));
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if (mask == 0.0)
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{
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discard;
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}
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float4 col = GetColorAfterChromaKey(colorUV, _TextureDimension.zw, 1.0);
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if (col.a < 0.0)
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{
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discard;
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}
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return col;
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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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