forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			80 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			80 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
// Unlit alpha-blended shader.
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// - no lighting
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// - no lightmap support
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// - supports tint color
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Shader "Unlit/Crosshair" {
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	Properties
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	{
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		_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
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		_Color ("Main 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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		LOD 100
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		Tags
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		{
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			"Queue" = "Transparent"
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			"IgnoreProjector" = "True"
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			"RenderType" = "Transparent"
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		}
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		Cull Off
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		Lighting Off
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		ZTest Always
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		ZWrite Off
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		Fog { Mode Off }
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		Offset -1, -1
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		Blend SrcAlpha OneMinusSrcAlpha
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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_t
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				{
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					float4 vertex : POSITION;
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					float2 texcoord : TEXCOORD0;
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					fixed4 color : COLOR;
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				};
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				struct v2f
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				{
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					float4 vertex : SV_POSITION;
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					half2 texcoord : TEXCOORD0;
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					fixed4 color : COLOR;
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				};
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				sampler2D _MainTex;
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				float4 _MainTex_ST;
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				fixed4 _Color;
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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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					o.color = v.color;
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					return o;
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				}
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				fixed4 frag (v2f i) : COLOR
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				{
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					fixed4 col = tex2D(_MainTex, i.texcoord) * i.color * _Color * 2.0;
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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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}
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