forked from cgvr/DeltaVR
deltavr multiplayer 2.0
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134
Assets/SteamVR/InteractionSystem/Core/Shaders/SeeThru.shader
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134
Assets/SteamVR/InteractionSystem/Core/Shaders/SeeThru.shader
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Used for objects that can be seen through objects in front of them
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//
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//=============================================================================
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// UNITY_SHADER_NO_UPGRADE
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Shader "Valve/VR/SeeThru"
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{
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Properties
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{
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_Color( "Color", Color ) = ( 1, 1, 1, 1 )
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}
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SubShader
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{
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Tags{ "Queue" = "Geometry+1" "RenderType" = "Transparent" }
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LOD 100
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Pass
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{
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// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
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Blend SrcAlpha OneMinusSrcAlpha // Alpha blending
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Cull Off
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ZWrite Off
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ZTest Greater
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Stencil
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{
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Ref 2
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Comp notequal
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Pass replace
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Fail keep
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}
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CGPROGRAM
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#pragma target 5.0
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#if UNITY_VERSION >= 560
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#pragma only_renderers d3d11 vulkan glcore
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#else
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#pragma only_renderers d3d11 glcore
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#endif
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#pragma exclude_renderers gles
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#pragma multi_compile_instancing
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#pragma vertex MainVS
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#pragma fragment MainPS
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// Includes -------------------------------------------------------------------------------------------------------------------------------------------------
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#include "UnityCG.cginc"
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// Structs --------------------------------------------------------------------------------------------------------------------------------------------------
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struct VertexInput
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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#if UNITY_VERSION >= 560
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UNITY_VERTEX_INPUT_INSTANCE_ID
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#endif
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};
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struct VertexOutput
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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#if UNITY_VERSION >= 560
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UNITY_VERTEX_OUTPUT_STEREO
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#endif
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};
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#if UNITY_VERSION >= 201810
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// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
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UNITY_INSTANCING_BUFFER_START( Props )
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UNITY_DEFINE_INSTANCED_PROP( float4, _Color )
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UNITY_DEFINE_INSTANCED_PROP( sampler2D, _MainTex )
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UNITY_DEFINE_INSTANCED_PROP( float4, _MainTex_ST )
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UNITY_INSTANCING_BUFFER_END( Props )
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// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
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VertexOutput MainVS( VertexInput i )
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{
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID( i );
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UNITY_INITIALIZE_OUTPUT( VertexOutput, o );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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o.vertex = UnityObjectToClipPos(i.vertex);
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o.uv = TRANSFORM_TEX( i.uv, UNITY_ACCESS_INSTANCED_PROP( Props, _MainTex ) );
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return o;
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}
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// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
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float4 MainPS( VertexOutput i ) : SV_Target
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{
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( i );
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float4 vColor = UNITY_ACCESS_INSTANCED_PROP( Props, _Color.rgba );
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return vColor.rgba;
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}
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#else
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// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
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VertexOutput MainVS( VertexInput i )
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{
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VertexOutput o;
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#if UNITY_VERSION >= 540
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o.vertex = UnityObjectToClipPos(i.vertex);
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#else
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o.vertex = mul(UNITY_MATRIX_MVP, i.vertex);
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#endif
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o.uv = TRANSFORM_TEX( i.uv, _MainTex );
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return o;
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}
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// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
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float4 MainPS( VertexOutput i ) : SV_Target
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{
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float4 vColor = _Color.rgba;
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return vColor.rgba;
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}
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#endif
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ENDCG
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}
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}
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}
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