2023-05-08 15:56:10 +03:00

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Shader "Oculus/SceneObjectPreview" {
Properties {
_Color("Color", Color) = (1, 1, 1, 1)
_MainTex("Texture", 2D) = "white" {}
_ZWrite("ZWrite", Int) = 0
}
SubShader {
Tags{"RenderType" = "Transparent"}
LOD 100
Cull off
ZWrite [_ZWrite]
Blend SrcAlpha OneMinusSrcAlpha, Zero One
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert(appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 col = tex2D(_MainTex, i.uv);
UNITY_APPLY_FOG(i.fogCoord, col);
return col * _Color;
}
ENDCG
}
}
}