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unity ar object occlusion

Shader "Custom/PlaneOcclusionShader" { SubShader { Tags { "RenderType"="Opaque" } Tags { "Queue" = "Geometry-1" } ZWrite On ZTest LEqual ColorMask 0 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return fixed4(0.0, 0.0, 0.0, 0.0); } ENDCG } } }
Posted by: Guest on February-14-2021

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