Assignment for RMIT Mixed Reality in 2020
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/*
This shader is used to render the impostor while clearing out the alpha of the eye buffer
The important details here are:
- the use of the Geometry+1 queue to make sure the impostor is drawn after all other opaque objects but before alpha
- the keepalpha parameter that allow unity to actually write the alpha we return at the end of the shader.
*/
Shader "Oculus/Underlay Impostor" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
}
SubShader{
Tags { "Queue" = "Geometry+1" "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows keepalpha
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf(Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = 0.f;
}
ENDCG
}
FallBack "Diffuse"
}