67 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			67 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /************************************************************************************
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| Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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| 
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| Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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| https://developer.oculus.com/licenses/oculussdk/
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| 
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| Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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| under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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| ANY KIND, either express or implied. See the License for the specific language governing
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| permissions and limitations under the License.
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| ************************************************************************************/
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| 
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| Shader "Interaction/OculusControllerRayShader"
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| {
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|     Properties
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|     {
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|         _Color0 ("Color0", Color) = (1,1,1,1)
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|         _Color1 ("Color1", Color) = (1,1,1,0)
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|     }
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|     SubShader
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|     {
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|         Tags
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|         {
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|             "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
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|         }
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|         LOD 100
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| 
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|         ZWrite Off
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|         Blend SrcAlpha OneMinusSrcAlpha
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| 
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|         Pass
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|         {
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|             CGPROGRAM
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|             #pragma vertex vert
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| #pragma fragment frag
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| 
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| #include "UnityCG.cginc"
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| 
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|             struct appdata {
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|                 float4 vertex : POSITION;
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|                 float2 uv : TEXCOORD0;
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|             };
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| 
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|             struct v2f {
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|                 float2 uv : TEXCOORD0;
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|                 float4 vertex : SV_POSITION;
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|             };
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| 
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|             v2f vert(appdata v) {
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|                 v2f o;
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|                 o.vertex = UnityObjectToClipPos(v.vertex);
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|                 o.uv = v.vertex.zz * 2.0f;
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|                 return o;
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|             }
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| 
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|             uniform float4 _Color0;
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|             uniform float4 _Color1;
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| 
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|             fixed4 frag(v2f i) : SV_Target {
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|                 fixed4 col = lerp(_Color0, _Color1, clamp(i.uv.x, 0.0f, 1.0f) * 1.5f);
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|                 return col;
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|             }
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|             ENDCG
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|         }
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|     }
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| }
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