95 lines
1.3 KiB
Plaintext
95 lines
1.3 KiB
Plaintext
Shader "PXR_SDK/PXR_EyeMask"
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{
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Properties
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{
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_MeshOffsetX("MeshOffsetX", Float) = 1
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_Color("MaskColor", Color) = (0, 0, 0, 1)
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "Queue" = "Background"}
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LOD 100
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Pass
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{
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ZWrite On
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Cull Off
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ZTest Always
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float4 vertex : POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = v.vertex;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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return fixed4(_Color);
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}
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ENDCG
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}
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Pass
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{
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ZWrite On
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Cull Off
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ZTest Always
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float4 vertex : POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _MeshOffsetX;
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fixed4 _Color;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = float4(v.vertex.x - (unity_StereoEyeIndex * 2.0f - 1) * _MeshOffsetX, v.vertex.yz, -1);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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return fixed4(_Color);
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}
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ENDCG
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}
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}
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}
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