// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////////////////////////////////// // // Copyright (C) 2007-2016 , Inc. All Rights Reserved. // ////////////////////////////////////////////////////////////////////////// Shader "/zView/CompositorRGB" { Properties { _MainTex("", 2D) = "" {} } CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; sampler2D _MaskDepthTexture; sampler2D _NonEnvironmentDepthTexture; float4 _MaskColor; v2f vert(appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } float4 depthMask(v2f pixelData) : COLOR0 { float maskDepth = DecodeFloatRGBA(tex2D(_MaskDepthTexture, pixelData.uv)); float nonEnvironmentDepth = DecodeFloatRGBA(tex2D(_NonEnvironmentDepthTexture, pixelData.uv)); float4 color = tex2D(_MainTex, pixelData.uv); if (nonEnvironmentDepth < maskDepth || maskDepth > 0.999) { color.a = 1.0; return color; } else { return _MaskColor; } } ENDCG Subshader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma glsl #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex vert #pragma fragment depthMask #pragma target 3.0 ENDCG } } Fallback off }