forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			38 lines
		
	
	
		
			791 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			38 lines
		
	
	
		
			791 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "Unlit/HandMask"
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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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        _MainTex ("Texture", 2D) = "white" {}
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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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        LOD 200
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		Blend One Zero, One Zero
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        CGPROGRAM
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		#pragma surface surf NoLighting keepalpha
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		#pragma target 3.0
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		sampler2D _MainTex;
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		fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten) {
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          return fixed4(s.Albedo, s.Alpha);
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        }
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        struct Input {
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            float2 uv_MainTex;
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        };
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        fixed4 _Color;
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        void surf(Input IN, inout SurfaceOutput o) {
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          o.Albedo = 0;
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          float alpha = tex2D(_MainTex, IN.uv_MainTex);
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          o.Alpha = 0;
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        }
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        ENDCG
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    }
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}
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