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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
}
}
}
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