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- // Copyright (c) Microsoft Corporation. All rights reserved.
- // Licensed under the MIT License. See LICENSE in the project root for license information.
- ///
- /// Simple occlusion shader that can be used to hide other objects.
- /// This prevents other objects from being rendered by drawing invisible 'opaque' pixels to the depth buffer.
- ///
- Shader "MixedRealityToolkit/WindowOcclusion"
- {
- Properties
- {
- }
- SubShader
- {
- Tags
- {
- "RenderType" = "Opaque"
- "Queue" = "Geometry-1"
- }
- Pass
- {
- ColorMask 0 // Color will not be rendered.
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- // We only target the HoloLens (and the Unity editor), so take advantage of shader model 5.
- #pragma target 5.0
- #pragma only_renderers d3d11
- #include "UnityCG.cginc"
- struct v2f
- {
- float4 pos : SV_POSITION;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- v2f vert(appdata_base v)
- {
- UNITY_SETUP_INSTANCE_ID(v);
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- return o;
- }
- half4 frag(v2f i) : COLOR
- {
- return float4(1,1,1,1);
- }
- ENDCG
- }
- }
- }
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