There is a problem with the Scanlines shader, its ok in the game window, drawn at the correct depth. But in the Build its overlaid?
Sound is not my strong point, I'm tone deaf. Couldn't hold a tune if you put a handle on it.
I guess I made it so I didn't find it difficult to play
but I get where your coming from and will make some more materials and see what you think. There will be different sets to denote different VR worlds.
I just made a roving enemy and will make some more levels to showcase it.
If you understand shaders could you give this a look?
Shader "Scanlines"
{
Properties
{
_LinesColor("LinesColor", Color) = (0,0,0,1)
_LinesSize("LinesSize", Range(1,10)) = 1
}
SubShader {
Tags {"IgnoreProjector" = "True" "Queue" = "Geometry"}
Fog { Mode Off }
Pass {
ZTest Always
ZWrite On
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _LinesColor;
half _LinesSize;
struct v2f
{
half4 pos:POSITION;
fixed4 sPos:TEXCOORD;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.sPos = ComputeScreenPos(o.pos);
return o;
}
fixed4 frag(v2f i) : COLOR
{
fixed p = i.sPos.y / i.sPos.w;
if((int)(p*_ScreenParams.y/floor(_LinesSize))%2==0)
discard;
return _LinesColor;
}
ENDCG
}
}
}