DeltaVR/Assets/Oculus/VR/Shaders/OVRTrackedKeyboard/Unlit-AlphaTestMMBias.shader
2023-05-08 15:56:10 +03:00

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Unlit alpha-cutout shader.
// - no lighting
// - no lightmap support
// - no per-material color
// Only change from the original: added MipMap bias support
Shader "Unlit/Transparent Cutout MMBias" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_MainTexMMBias("Base MipMap Bias", Float) = 0.0
}
SubShader {
Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
LOD 100
Lighting Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
half _MainTexMMBias;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2Dbias(_MainTex, half4(i.texcoord.x, i.texcoord.y, 0.0, _MainTexMMBias)); // original: tex2D(_MainTex, i.texcoord);
clip(col.a - _Cutoff);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}