Shader "Mirror/VRCPlayersOnlyMirrorCutout" { Properties { _MainTex("Base (RGB)", 2D) = "white" {} [HideInInspector] _ReflectionTex0("", 2D) = "white" {} [HideInInspector] _ReflectionTex1("", 2D) = "white" {} [ToggleUI(HideBackground)] _HideBackground("Hide Background", Float) = 0 [ToggleUI(IgnoreEffects)] _IgnoreEffects("Ignore Effects", Float) = 0 //Stencils [Space(50)] _Stencil ("Stencil ID", Float) = 0 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareAction ("Stencil Compare Function", int) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Pass Operation", int) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilFail ("Stencil Fail Operation", int) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilZFail ("Stencil ZFail Operation", int) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 } SubShader { Tags{ "RenderType"="TransparentCutout" "Queue"="AlphaTest" "IgnoreProjector"="True"} ZWrite On AlphaToMask On LOD 100 Stencil { Ref [_Stencil] Comp [_StencilCompareAction] Pass [_StencilOp] Fail [_StencilFail] ZFail [_StencilZFail] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" #include "UnityInstancing.cginc" sampler2D _MainTex; float4 _MainTex_ST; float _HideBackground; float _IgnoreEffects; sampler2D _ReflectionTex0; sampler2D _ReflectionTex1; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 refl : TEXCOORD1; float4 pos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; struct Input { float2 _ReflectionTex0; float2 _ReflectionTex1; }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.refl = ComputeNonStereoScreenPos(o.pos); return o; } half4 frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); half4 tex = tex2D(_MainTex, i.uv); half4 refl = unity_StereoEyeIndex == 0 ? tex2Dproj(_ReflectionTex0, UNITY_PROJ_COORD(i.refl)) : tex2Dproj(_ReflectionTex1, UNITY_PROJ_COORD(i.refl)); // Hiding background if (_HideBackground) { refl.a = refl.a > 0 ? 1 : _IgnoreEffects != 1 && dot(refl.rgb, fixed3(1,1,1)) / 3 > 0.01 ? 1 : 0; clip(refl.a); } else { refl.a = 1; } refl *= tex; return refl; } ENDCG } } }