44 lines
1.5 KiB
Plaintext
44 lines
1.5 KiB
Plaintext
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//===============================================================================
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//Copyright (c) 2015 PTC Inc. All Rights Reserved.
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//
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//Confidential and Proprietary - Protected under copyright and other laws.
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//Vuforia is a trademark of PTC Inc., registered in the United States and other
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//countries.
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//===============================================================================
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//===============================================================================
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//Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
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//All Rights Reserved.
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//Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
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//===============================================================================
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Shader "DepthMask" {
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SubShader {
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// Render the mask after regular geometry, but before masked geometry and
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// transparent things.
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Tags {"Queue" = "Geometry-10" }
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// Turn off lighting, because it's expensive and the thing is supposed to be
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// invisible anyway.
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Lighting Off
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// Draw into the depth buffer in the usual way. This is probably the default,
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// but it doesn't hurt to be explicit.
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ZTest LEqual
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ZWrite On
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// Don't draw anything into the RGBA channels. This is an undocumented
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// argument to ColorMask which lets us avoid writing to anything except
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// the depth buffer.
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ColorMask 0
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// Do nothing specific in the pass:
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Pass {}
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}
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}
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