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Single pass stereo rendering convertion

Discussion in 'Shaders' started by niclaslovdahl, Sep 10, 2019.

  1. niclaslovdahl

    niclaslovdahl

    Joined:
    Oct 3, 2016
    Posts:
    1
    Hi! I'm working with the ML1 and have to convert a shader to support single pass rendering. I have followed all the steps at https://docs.unity3d.com/Manual/SinglePassStereoRendering.html but i cannot get it working. I have not prior experience of shaders so would appreciate the help.


    Shader "Custom/Stencil/Mask OneZLess"
    {
    SubShader
    {
    Tags { "RenderType"="Opaque" "Queue"="Geometry-1" }
    ColorMask 0
    ZWrite off

    Stencil
    {
    Ref 1
    Comp always
    Pass replace
    }

    Pass
    {
    Cull Back
    ZTest Less

    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag

    struct appdata
    {
    float4 vertex : POSITION;

    };
    struct v2f
    {
    float4 pos : SV_POSITION;
    };

    v2f vert(appdata v)
    {
    v2f o;

    o.pos = UnityObjectToClipPos(v.vertex);
    return o;
    }

    half4 frag(v2f i) : COLOR
    {
    return half4(1,1,0,1);
    }

    ENDCG
    }
    }
    }