91 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			91 lines
		
	
	
		
			2.4 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 "Oculus/Interaction/deskShadow"
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| {
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| 		Properties
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| 		{
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| 			_MainTex("MainTex", 2D) = "white" {}
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| 			_Color("Shadow Color", Color) = (0, 0, 0, 0)
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| 
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| 			[HideInInspector] _texcoord("", 2D) = "white" {}
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| 		}
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| 
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| 		SubShader
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| 		{
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| 			Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent+0"}
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| 			LOD 100
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| 
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| 			CGINCLUDE
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| 			#pragma target 3.0
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| 			ENDCG
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| 			Blend DstColor Zero
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| 
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| 			Pass
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| 			{
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| 				Name "Base"
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| 				CGPROGRAM
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| 
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| 				#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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| 				//only defining to not throw compilation error over Unity 5.5
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| 				#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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| 				#endif
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| 				#pragma vertex vert
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| 				#pragma fragment frag
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| 				#pragma multi_compile_instancing
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| 
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| 				#include "UnityCG.cginc"
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| 				#include "UnityShaderVariables.cginc"
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| 
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| 				struct vertexInput
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| 				{
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| 					float4 vertex : POSITION;
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| 					half2 texcoord : TEXCOORD0;
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| 					UNITY_VERTEX_INPUT_INSTANCE_ID
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| 				};
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| 
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| 				struct vertexOutput
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| 				{
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| 					float4 vertex : SV_POSITION;
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| 					half2 texcoord : TEXCOORD0;
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| 					UNITY_VERTEX_INPUT_INSTANCE_ID
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| 					UNITY_VERTEX_OUTPUT_STEREO
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| 				};
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| 
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| 				uniform sampler2D _MainTex;
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| 				uniform half4 _MainTex_ST;
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|                 uniform half4 _Color;
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| 
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| 				vertexOutput vert(vertexInput v)
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| 				{
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| 					vertexOutput o;
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| 					UNITY_SETUP_INSTANCE_ID(v);
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| 					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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| 					UNITY_TRANSFER_INSTANCE_ID(v, o);
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| 					o.vertex = UnityObjectToClipPos(v.vertex);
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| 					o.texcoord = v.texcoord;
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| 					return o;
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| 				}
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| 
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| 				fixed4 frag(vertexOutput i) : SV_Target
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| 				{
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| 					UNITY_SETUP_INSTANCE_ID(i);
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| 					UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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| 					half4 mainTexture = tex2D(_MainTex, i.texcoord.xy);
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| 					half4 finalColor = lerp (_Color, half4(1, 1, 1, 1), mainTexture.r) ;
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|                     return finalColor;
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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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