Initial Commit
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/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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Shader "Oculus/Interaction/StencilWriter"
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{
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Properties
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{
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[IntRange] _StencilRef("Stencil Reference Value", Range(0,255)) = 0
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}
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SubShader{
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Tags {"Queue" = "Geometry+501"} // stuck way up here so that it sorts with transparent objects
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ZWrite Off
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ColorMask 0 // Don't write to any colour channels
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Stencil
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{
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Ref[_StencilRef]
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Comp Always
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Pass Replace
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}
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Pass
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{
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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 VertexInput
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{
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half4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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half4 pos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutput vert(VertexInput v)
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{
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.pos = UnityObjectToClipPos(v.vertex);
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return o;
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}
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half4 frag(VertexOutput i) : COLOR
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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return 0;
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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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