68 lines
1.2 KiB
Plaintext
68 lines
1.2 KiB
Plaintext
|
// Use to cut holes in captured geometry, fills depth before the color shader
|
||
|
|
||
|
Shader "Hidden/ftFarSphereRenderOccluder"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
_MainTex ("Texture", 2D) = "white" {}
|
||
|
}
|
||
|
SubShader
|
||
|
{
|
||
|
Tags { "RenderType"="Opaque" }
|
||
|
LOD 100
|
||
|
ColorMask 0
|
||
|
//ZTest Always
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#include "UnityCG.cginc"
|
||
|
|
||
|
struct appdata
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
struct v2f
|
||
|
{
|
||
|
float2 uv : TEXCOORD0;
|
||
|
float4 vertex : SV_POSITION;
|
||
|
};
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
float4 _MainTex_ST;
|
||
|
|
||
|
struct MRT
|
||
|
{
|
||
|
float4 AlbedoAlpha : SV_Target0;
|
||
|
float4 Normal : SV_Target1;
|
||
|
};
|
||
|
|
||
|
v2f vert (appdata v)
|
||
|
{
|
||
|
v2f o;
|
||
|
|
||
|
o.vertex = mul(unity_ObjectToWorld, v.vertex);
|
||
|
//o.vertex.xyz += normalize(_WorldSpaceCameraPos - o.vertex.xyz) * 0.01;
|
||
|
o.vertex = mul(UNITY_MATRIX_VP, float4(o.vertex.xyz,1));
|
||
|
o.vertex.z += 0.001;
|
||
|
|
||
|
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
MRT frag (v2f i)
|
||
|
{
|
||
|
MRT mrt;
|
||
|
mrt.AlbedoAlpha = 0;
|
||
|
mrt.Normal = 0;
|
||
|
return mrt;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
}
|