52 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			52 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "Oculus/SceneObjectPreview" {
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  Properties {
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    _Color("Color", Color) = (1, 1, 1, 1)
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    _MainTex("Texture", 2D) = "white" {}
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    _ZWrite("ZWrite", Int) = 0
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  }
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  SubShader {
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    Tags{"RenderType" = "Transparent"}
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    LOD 100
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    Cull off
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    ZWrite [_ZWrite]
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    Blend SrcAlpha OneMinusSrcAlpha, Zero One
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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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#pragma multi_compile_fog
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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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        UNITY_FOG_COORDS(1)
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        float4 vertex : SV_POSITION;
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      };
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      sampler2D _MainTex;
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      float4 _MainTex_ST;
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      float4 _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, _MainTex);
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        UNITY_TRANSFER_FOG(o, o.vertex);
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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 col = tex2D(_MainTex, i.uv);
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        UNITY_APPLY_FOG(i.fogCoord, col);
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        return col * _Color;
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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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