forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			55 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			55 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "Punch Through Passthrough"
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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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    }
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    SubShader
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    {
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        Tags {"Queue" = "Geometry"}
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        ZWrite On
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        Cull Off
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        ZTest Always
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        Blend Zero Zero
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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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            #include "UnityCG.cginc"
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            struct appdata
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            {
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                float4 vertex : POSITION;
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                float2 uv : TEXCOORD0;
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            };
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            struct v2f
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            {
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                float2 uv : TEXCOORD0;
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                float4 vertex : SV_POSITION;
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            };
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            sampler2D _MainTex;
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            float4 _MainTex_ST;
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            v2f vert (appdata v)
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            {
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                v2f o;
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                o.vertex = UnityObjectToClipPos(v.vertex);
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                o.uv = v.uv;
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                return o;
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            }
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            fixed4 frag (v2f i) : SV_Target
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            {
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                return fixed4(0, 0, 0, 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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