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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "LeapMotion/Passthrough/UnlitImageSurface"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
_ZMultiplier("Depth Multiplier", Range(0,10)) = 1.0
}
SubShader
{
Tags{ "RenderType" = "Transparent" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
//#pragma multi_compile_fog
#pragma multi_compile LEAP_FORMAT_IR LEAP_FORMAT_RGB
#include "Assets/LeapMotion/Core/Resources/LeapCG.cginc"
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
uniform float _LeapGlobalColorSpaceGamma;
sampler2D _MainTex;
float4 _MainTex_ST;
float _Cutoff;
float _ZMultiplier;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
float3 hand = LeapGetUVColor(float4(i.uv.x, i.uv.y, 1, 1));
fixed4 col = float4(hand, hand.r);
clip(hand.r - (i.vertex.z * _ZMultiplier) - _Cutoff);
// apply fog
//UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}