cvr-props/Assets/ABI.CCK/Shaders/ABI_Mirror_Cutout.shader

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Shader "FX/MirrorReflectionCutout"
{
Properties
{
_MainTex ("_MainTex", 2D) = "white" {}
_ReflectionTexLeft ("_ReflectionTexLeft", 2D) = "white" {}
_ReflectionTexRight ("_ReflectionTexRight", 2D) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
}
SubShader
{
Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityInstancing.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
float4 refl : TEXCOORD1;
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.refl = ComputeNonStereoScreenPos(o.pos);
return o;
}
sampler2D _MainTex;
sampler2D _ReflectionTexLeft;
sampler2D _ReflectionTexRight;
float _Cutoff;
fixed4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 tex = tex2D(_MainTex, i.uv);
fixed4 refl;
float4 projCoord = UNITY_PROJ_COORD(i.refl);
float2 proj2 = float2(1 - projCoord.x / projCoord.w, projCoord.y / projCoord.w);
if (unity_StereoEyeIndex == 0) refl = tex2D(_ReflectionTexLeft, proj2);
else refl = tex2D(_ReflectionTexRight, proj2);
fixed4 output = tex*refl;
float smoothedStep = smoothstep(_Cutoff, _Cutoff + 0.1, output.a);
clip(smoothedStep - 0.01);
output.a *= smoothedStep;
return output;
}
ENDCG
}
}
}