// 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 } } }