59 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /************************************************************************************
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| 
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| Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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| 
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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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| ************************************************************************************/
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| 
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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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| 
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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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| 
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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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|       sampler2D _ColorMask;
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|       float4 _ColorMask_ST;
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|       fixed4 _Color;
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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 = TRANSFORM_TEX(v.uv, _ColorMask);
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|         return o;
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|       }
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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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