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authoryum <yum.food.vr@gmail.com>2023-03-23 16:32:22 -0700
committeryum <yum.food.vr@gmail.com>2023-03-23 16:52:51 -0700
commitd58d36d9ef533b526d33c511526d6e481d243c96 (patch)
tree06fd5082841fc183246964206679c558a63aef35 /Shaders/TaSTT_lighting_template.cginc
parent1f15133dd985442af20d42a96fbcd0007f03bd2b (diff)
Custom chatbox shader writes depth
This fixes issues where the transparent corners of the textbox render in front of other materials, causing those other materials to skip rendering. * Update README.md with roadmap and avatar resource usage.
Diffstat (limited to 'Shaders/TaSTT_lighting_template.cginc')
-rw-r--r--Shaders/TaSTT_lighting_template.cginc4
1 files changed, 3 insertions, 1 deletions
diff --git a/Shaders/TaSTT_lighting_template.cginc b/Shaders/TaSTT_lighting_template.cginc
index da3a2ec..ad488cc 100644
--- a/Shaders/TaSTT_lighting_template.cginc
+++ b/Shaders/TaSTT_lighting_template.cginc
@@ -524,9 +524,10 @@ float prng(float2 v)
return res * res;
}
-fixed4 frag(v2f i) : SV_Target
+fixed4 frag(v2f i, out float depth : SV_DepthLessEqual) : SV_Target
{
float2 uv = i.uv.zw;
+ depth = 1.0;
// Fix text orientation
uv.y = 0.5 - uv.y;
@@ -546,6 +547,7 @@ fixed4 frag(v2f i) : SV_Target
return light(i, margin_effect(i));
}
if (InMarginRounding(uv, uv_margin, Margin_Rounding_Scale, /*interior=*/false)) {
+ depth = 0.0;
return fixed4(0, 0, 0, 0);
}
}