Assignment for RMIT Mixed Reality in 2020
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// Small tweak to a basic unlit shader to cheat crosshair depth to render on top of targets.
Shader "Custom/CrosshairZCheat"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
_Color ("Main Color", Color) = (0.5,0.5,0.5,0.5)
}
SubShader
{
Tags { "Queue" = "Transparent" }
Cull Off
Lighting Off
ZTest Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert (appdata v)
{
// Cheat the post-mvp transformed z towards the camera.
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.vertex.z -= 0.01;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 col = tex2D(_MainTex, i.texcoord) * i.color * _Color;
return col;
}
ENDCG
}
}
}