forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			48 lines
		
	
	
		
			760 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
		
			760 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "Oculus/Unlit" {
 | 
						|
	Properties{
 | 
						|
		_Color("Main Color", Color) = (1,1,1,1)
 | 
						|
	}
 | 
						|
 | 
						|
	SubShader{
 | 
						|
		Tags{ "RenderType" = "Opaque" }
 | 
						|
		LOD 100
 | 
						|
 | 
						|
		Pass{
 | 
						|
		CGPROGRAM
 | 
						|
			#pragma vertex vert
 | 
						|
			#pragma fragment frag
 | 
						|
			#pragma target 2.0
 | 
						|
			#pragma multi_compile_fog
 | 
						|
 | 
						|
			#include "UnityCG.cginc"
 | 
						|
 | 
						|
			struct appdata_t {
 | 
						|
				float4 vertex : POSITION;
 | 
						|
			};
 | 
						|
 | 
						|
			struct v2f {
 | 
						|
				float4 vertex : SV_POSITION;
 | 
						|
				UNITY_FOG_COORDS(0)
 | 
						|
			};
 | 
						|
 | 
						|
			fixed4 _Color;
 | 
						|
 | 
						|
			v2f vert(appdata_t v)
 | 
						|
			{
 | 
						|
				v2f o;
 | 
						|
				o.vertex = UnityObjectToClipPos(v.vertex);
 | 
						|
				UNITY_TRANSFER_FOG(o,o.vertex);
 | 
						|
				return o;
 | 
						|
			}
 | 
						|
 | 
						|
			fixed4 frag(v2f i) : COLOR
 | 
						|
			{
 | 
						|
				fixed4 col = _Color;
 | 
						|
				UNITY_APPLY_FOG(i.fogCoord, col);
 | 
						|
				UNITY_OPAQUE_ALPHA(col.a);
 | 
						|
				return col;
 | 
						|
			}
 | 
						|
		ENDCG
 | 
						|
		}
 | 
						|
	}
 | 
						|
} |