ArabDesert/Assets/VRCPlayersOnlyMirror/Shaders/PlayersOnlyMirrorCutout.shader

113 lines
3.6 KiB
GLSL

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
}
}
}