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