59 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/************************************************************************************
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Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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See SampleFramework license.txt for license terms.  Unless required by applicable law
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or agreed to in writing, the sample code is provided “AS IS” WITHOUT WARRANTIES OR
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CONDITIONS OF ANY KIND, either express or implied.  See the license for specific
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language governing permissions and limitations under the license.
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************************************************************************************/
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Shader "Oculus Sample/Button Glow" {
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  Properties{
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    _ColorMask("Texture", 2D) = "white" {}
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    _Color("Color", Color) = (0.5, 0.5, 0.5, 0.5)
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  }
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   SubShader {
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    Tags{"Queue" = "Transparent" "RenderType" = "Transparent"
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         "IgnoreProjector" = "True" "PreviewType" = "Plane"} 
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    LOD 100 Blend SrcAlpha OneMinusSrcAlpha Cull Off Lighting Off ZWrite Off
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    Pass {
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      CGPROGRAM
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      #pragma vertex vert
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      #pragma fragment frag
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      #include "UnityCG.cginc"
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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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      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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      sampler2D _ColorMask;
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      float4 _ColorMask_ST;
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      fixed4 _Color;
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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 = TRANSFORM_TEX(v.uv, _ColorMask);
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        return o;
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      }
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      fixed4 frag(v2f i) : SV_Target {
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        fixed4 colMask = tex2D(_ColorMask, i.uv);
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        return fixed4(_Color.rgb, colMask.r * 1.0);
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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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