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unity-vr-portoflio/Assets/GoogleVR/Demos/Shaders/GVRDemo/GVRDemoAmbientOcclusion.shader

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2025-03-15 20:02:21 +01:00
// Copyright 2016 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
Shader "GoogleVR/Demos/Unlit/GVRDemo AmbientOcclusion"
{
Properties {
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
LOD 100
ZWrite On
ZTest LEqual
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "../../../Distortion/GvrDistortion.cginc"
#include "../../../Shaders/GvrUnityCompatibility.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
//float4 worldPos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v) {
v2f o;
#if SHADER_API_MOBILE
o.vertex = undistortVertex(v.vertex);
#else
o.vertex = GvrUnityObjectToClipPos(v.vertex);
#endif // SHADER_API_MOBILE
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float4 frag (v2f i) : SV_Target {
// Sample the texture.
float col = tex2D(_MainTex, i.uv).a;
return col;
}
ENDCG
}
}
}