69 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/************************************************************************************
 | 
						|
 | 
						|
Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
 | 
						|
 | 
						|
See SampleFramework license.txt for license terms.  Unless required by applicable law
 | 
						|
or agreed to in writing, the sample code is provided “AS IS” WITHOUT WARRANTIES OR
 | 
						|
CONDITIONS OF ANY KIND, either express or implied.  See the license for specific
 | 
						|
language governing permissions and limitations under the license.
 | 
						|
 | 
						|
************************************************************************************/
 | 
						|
 | 
						|
Shader "Oculus Sample/Xing Light"
 | 
						|
{
 | 
						|
    Properties
 | 
						|
    {
 | 
						|
      _MainTex("Base (RGB) Alpha (A)", 2D) = "white" {}
 | 
						|
      _Color("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
 | 
						|
    }
 | 
						|
    SubShader
 | 
						|
    {
 | 
						|
      Tags{"Queue" = "Transparent" "RenderType" =  "Transparent"
 | 
						|
        "IgnoreProjector" = "True" "PreviewType" = "Plane"}
 | 
						|
      LOD 100
 | 
						|
      Blend SrcAlpha OneMinusSrcAlpha
 | 
						|
      Cull Back
 | 
						|
      Lighting Off
 | 
						|
      ZWrite Off
 | 
						|
 | 
						|
      Pass
 | 
						|
      {
 | 
						|
        CGPROGRAM
 | 
						|
        #pragma vertex vert
 | 
						|
        #pragma fragment frag
 | 
						|
 | 
						|
        #include "UnityCG.cginc"
 | 
						|
 | 
						|
        struct appdata
 | 
						|
        {
 | 
						|
          float4 vertex : POSITION;
 | 
						|
          float2 uv : TEXCOORD0;
 | 
						|
        };
 | 
						|
 | 
						|
        struct v2f
 | 
						|
        {
 | 
						|
          float4 vertex : SV_POSITION;
 | 
						|
          float2 uv : TEXCOORD0;
 | 
						|
        };
 | 
						|
 | 
						|
        fixed4 _Color;
 | 
						|
        sampler2D _MainTex;
 | 
						|
        float4 _MainTex_ST;
 | 
						|
 | 
						|
        v2f vert (appdata v)
 | 
						|
        {
 | 
						|
          v2f o;
 | 
						|
          o.vertex = UnityObjectToClipPos(v.vertex);
 | 
						|
          o.uv = TRANSFORM_TEX(v.uv, _MainTex);
 | 
						|
          return o;
 | 
						|
        }
 | 
						|
 | 
						|
        fixed4 frag (v2f i) : SV_Target
 | 
						|
        {
 | 
						|
          return _Color * tex2D(_MainTex, i.uv);
 | 
						|
        }
 | 
						|
        ENDCG
 | 
						|
      }
 | 
						|
    }
 | 
						|
}
 |