zed-ar-headfree-passthrough/Assets/ZED/SDK/Helpers/Shaders/SpatialMapping/Postprocess_blend.shader

80 lines
1.5 KiB
Text

//======= Copyright (c) Stereolabs Corporation, All rights reserved. ===============
///
/// Blend the mesh to the ZED video
///
Shader "Custom/Spatial Mapping/Postprocess Blend"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_WireColor("Wire color", Color) = (1.0, 1.0, 1.0, 1.0)
}
SubShader
{
Tags { "RenderType"="Opaque" }
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _ZEDMeshTex;
float4 _ZEDMeshTex_ST;
float4 _MainTex_ST;
int _IsTextured;
float4 _WireColor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float4 meshColor = tex2D(_ZEDMeshTex, i.uv);
if (_IsTextured == 0) {
if (length(meshColor) < 0.1) {
return tex2D(_MainTex, i.uv);
}
float4 m = clamp(tex2D(_MainTex, i.uv)*meshColor, float4(_WireColor.rgb - 0.05f,meshColor.a), float4(_WireColor.rgb + 0.05f, meshColor.a));
#if !AWAY
m = tex2D(_MainTex, i.uv)*(1 - meshColor.a) + (meshColor.a)* float4(_WireColor.rgb - 0.05f, meshColor.a);
#endif
return m;
}
if (meshColor.r != 0) {
return meshColor;
}
return tex2D(_MainTex, i.uv);
}
ENDCG
}
}
}