forked from cgvr/DeltaVR
Remove useless files, add hands
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@@ -1,83 +0,0 @@
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/************************************************************************************
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Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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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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Shader "Oculus Sample/Train Smoke"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_TintColor ("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
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}
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SubShader
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{
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Tags{"Queue" = "Transparent" "RenderType" = "Transparent"
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"IgnoreProjector" = "True" "PreviewType" = "Plane"}
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LOD 100
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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Lighting Off
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ZWrite Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// In the future, we can play with particle instancing, see:
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// see https://docs.unity3d.com/Manual/PartSysInstancing.html
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// for now we cannot, because our minimum supported Unity version doesn't support it
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#include "UnityCG.cginc"
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struct vertIn
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{
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float2 uv : TEXCOORD0;
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct vertOut
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{
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float2 uv : TEXCOORD0;
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float4 clipPos : SV_POSITION;
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fixed4 color : COLOR;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _TintColor;
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vertOut vert (vertIn vIn)
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{
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vertOut vOut;
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UNITY_SETUP_INSTANCE_ID(vIn);
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UNITY_INITIALIZE_OUTPUT(vertOut, vOut);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(vOut);
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vOut.clipPos = UnityObjectToClipPos(vIn.vertex);
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vOut.uv = TRANSFORM_TEX(vIn.uv, _MainTex);
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vOut.color = vIn.color * _TintColor;
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return vOut;
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}
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fixed4 frag (vertOut vOut) : SV_Target
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{
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fixed4 fragColor = 2.0f * vOut.color * tex2D(_MainTex, vOut.uv);
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// don't amplify opacity
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fragColor.a = saturate(fragColor.a);
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return fragColor;
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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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