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Modified cross section sphere shader to handle stereo rendering. (mla…
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riccardolops authored Dec 1, 2023
1 parent 502bd67 commit 63d3e0d
Showing 1 changed file with 5 additions and 0 deletions.
5 changes: 5 additions & 0 deletions Assets/Shaders/CrossSectionSphere.shader
Original file line number Diff line number Diff line change
@@ -20,21 +20,26 @@ Shader "Custom/RimOutlineShader" {
float4 _RimColor;

struct appdata {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float3 normal : NORMAL;
};

struct v2f {
UNITY_VERTEX_OUTPUT_STEREO
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float4 vertex : SV_POSITION;
};

v2f vert(appdata v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}

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