stereo rendering shader

main
runette 5 months ago
parent 1c8bcc5001
commit ada9e96f13
  1. 13
      Shaders/RasterWithTransparencyShader.shader

@ -48,6 +48,8 @@ Shader "Mapbox/Raster With Transparency"
float4 vertex : POSITION; float4 vertex : POSITION;
float4 texcoord : TEXCOORD0; float4 texcoord : TEXCOORD0;
fixed4 color : COLOR; fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
}; };
struct vertexOut struct vertexOut
@ -56,11 +58,19 @@ Shader "Mapbox/Raster With Transparency"
float2 uv : UV_COORD0; float2 uv : UV_COORD0;
float4 color : COLOR; float4 color : COLOR;
float2 screenspaceUv : UV_COORD1; float2 screenspaceUv : UV_COORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
}; };
vertexOut vert(vertexIn v) vertexOut vert(vertexIn v)
{ {
vertexOut o; vertexOut o;
UNITY_SETUP_INSTANCE_ID(v); //Insert
UNITY_INITIALIZE_OUTPUT(vertexOut, o); //Insert
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert
o.pos = UnityObjectToClipPos (v.vertex); o.pos = UnityObjectToClipPos (v.vertex);
o.color = v.color; o.color = v.color;
o.uv = v.texcoord.xy; o.uv = v.texcoord.xy;
@ -70,6 +80,9 @@ Shader "Mapbox/Raster With Transparency"
fixed4 frag(vertexOut o) : SV_Target fixed4 frag(vertexOut o) : SV_Target
{ {
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(o);
float2 uv = TRANSFORM_TEX(o.uv, _MainTex); float2 uv = TRANSFORM_TEX(o.uv, _MainTex);
fixed4 texColor = tex2D(_MainTex, uv); fixed4 texColor = tex2D(_MainTex, uv);

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