forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			54 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			54 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "Oculus/UnlitTransparent" {
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	Properties{
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		_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
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	}
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	SubShader{
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		Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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		LOD 100
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		ZWrite Off
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		Blend SrcAlpha OneMinusSrcAlpha
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		Pass{
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		CGPROGRAM
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			#pragma vertex vert
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			#pragma fragment frag
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			#pragma target 2.0
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			#pragma multi_compile_fog
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			#include "UnityCG.cginc"
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			struct appdata_t {
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				float4 vertex : POSITION;
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				float2 texcoord : TEXCOORD0;
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			};
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			struct v2f {
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				float4 vertex : SV_POSITION;
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				half2 texcoord : TEXCOORD0;
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				UNITY_FOG_COORDS(1)
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			};
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			sampler2D _MainTex;
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			float4 _MainTex_ST;
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			v2f vert(appdata_t 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.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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				UNITY_TRANSFER_FOG(o,o.vertex);
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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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				fixed4 col = tex2D(_MainTex, i.texcoord);
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				UNITY_APPLY_FOG(i.fogCoord, col);
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				return col;
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			}
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		ENDCG
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		}
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	}
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} |