Mercurial > hg > Game > Games
comparison Orchestland/Assets/LeapMotion/Resources/PassthroughBackground.shader @ 1:f7675884f2a1
Add Orchestland project
author | Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp> |
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date | Fri, 17 Jul 2015 23:09:20 +0900 |
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0:347d21cdfc22 | 1:f7675884f2a1 |
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1 Shader "LeapMotion/Passthrough/Background" { | |
2 Properties { | |
3 _ColorSpaceGamma ("Color Space Gamma", Float) = 1.0 | |
4 } | |
5 | |
6 SubShader { | |
7 Tags {"Queue"="Background" "IgnoreProjector"="True"} | |
8 | |
9 Cull Off | |
10 Zwrite Off | |
11 Blend One Zero | |
12 | |
13 Pass{ | |
14 CGPROGRAM | |
15 #pragma multi_compile LEAP_FORMAT_IR LEAP_FORMAT_RGB | |
16 #include "LeapCG.cginc" | |
17 #include "UnityCG.cginc" | |
18 | |
19 #pragma vertex vert | |
20 #pragma fragment frag | |
21 | |
22 uniform float _ColorSpaceGamma; | |
23 | |
24 struct frag_in{ | |
25 float4 position : SV_POSITION; | |
26 float4 screenPos : TEXCOORD1; | |
27 }; | |
28 | |
29 frag_in vert(appdata_img v){ | |
30 frag_in o; | |
31 o.position = mul(UNITY_MATRIX_MVP, v.vertex); | |
32 o.screenPos = ComputeScreenPos(o.position); | |
33 return o; | |
34 } | |
35 | |
36 float4 frag (frag_in i) : COLOR { | |
37 return float4(pow(LeapColor(i.screenPos), 1/_ColorSpaceGamma), 1); | |
38 } | |
39 | |
40 ENDCG | |
41 } | |
42 } | |
43 Fallback off | |
44 } |