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authortylermurphy534 <tylermurphy534@gmail.com>2022-11-06 15:12:42 -0500
committertylermurphy534 <tylermurphy534@gmail.com>2022-11-06 15:12:42 -0500
commiteb84bb298d2b95aec7b2ae12cbf25ac64f25379a (patch)
treeefd616a157df06ab661c6d56651853431ac6b08b /VRCSDK3Worlds/Assets/Bakery/ftFarSphereRenderOccluder.shader
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diff --git a/VRCSDK3Worlds/Assets/Bakery/ftFarSphereRenderOccluder.shader b/VRCSDK3Worlds/Assets/Bakery/ftFarSphereRenderOccluder.shader
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+// 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
+ }
+ }
+}