ThresholdOverlay.shader
1.25 KB
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Shader "LeapMotion/Passthrough/ThresholdOverlay" {
Properties {
_Min ("Min Brightness", Range(0, 1)) = 0.1
_Max ("Max Brightness", Range(0, 1)) = 0.3
_Fade ("Alpha Fade", Float) = 0.5
}
SubShader {
Tags {"Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent"}
Lighting Off
Cull Off
Zwrite Off
ZTest Off
Blend SrcColor DstColor
BlendOp Max
Pass{
CGPROGRAM
#pragma multi_compile LEAP_FORMAT_IR LEAP_FORMAT_RGB
#include "LeapCG.cginc"
#include "UnityCG.cginc"
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
struct frag_in{
float4 position : SV_POSITION;
float4 screenPos : TEXCOORD1;
};
frag_in vert(appdata_img v){
frag_in o;
o.position = UnityObjectToClipPos(v.vertex);
o.screenPos = LeapGetWarpedScreenPos(o.position);
return o;
}
uniform float _Min;
uniform float _Max;
uniform float _Fade;
float4 frag (frag_in i) : COLOR {
float3 color = LeapGetStereoColor(i.screenPos);
float brightness = LeapGetStereoBrightness(i.screenPos);
float alpha = _Fade * smoothstep(_Min, _Max, brightness);
return float4(color, alpha);
}
ENDCG
}
}
Fallback off
}