forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			135 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			135 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Used for objects that can be seen through objects in front of them
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//
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//=============================================================================
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// UNITY_SHADER_NO_UPGRADE
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Shader "Valve/VR/SeeThru"
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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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	}
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	SubShader
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	{
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		Tags{ "Queue" = "Geometry+1" "RenderType" = "Transparent" }
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		LOD 100
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		Pass
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		{
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			// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
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			Blend SrcAlpha OneMinusSrcAlpha // Alpha blending
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			Cull Off
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			ZWrite Off
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			ZTest Greater
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			Stencil
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			{
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				Ref 2
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				Comp notequal
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				Pass replace
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				Fail keep
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			}
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			CGPROGRAM
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				#pragma target 5.0
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#if UNITY_VERSION >= 560
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				#pragma only_renderers d3d11 vulkan glcore
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#else
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				#pragma only_renderers d3d11 glcore
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#endif
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				#pragma exclude_renderers gles
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				#pragma multi_compile_instancing
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				#pragma vertex MainVS
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				#pragma fragment MainPS
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				// Includes -------------------------------------------------------------------------------------------------------------------------------------------------
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				#include "UnityCG.cginc"
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				// Structs --------------------------------------------------------------------------------------------------------------------------------------------------
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				struct VertexInput
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				{
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					float4 vertex : POSITION;
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					float2 uv : TEXCOORD0;
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#if UNITY_VERSION >= 560
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					UNITY_VERTEX_INPUT_INSTANCE_ID
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#endif
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				};
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				struct VertexOutput
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				{
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					float2 uv : TEXCOORD0;
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					float4 vertex : SV_POSITION;
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#if UNITY_VERSION >= 560
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					UNITY_VERTEX_OUTPUT_STEREO
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#endif
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				};
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#if UNITY_VERSION >= 201810
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				// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
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				UNITY_INSTANCING_BUFFER_START( Props )
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					UNITY_DEFINE_INSTANCED_PROP( float4, _Color )
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					UNITY_DEFINE_INSTANCED_PROP( sampler2D, _MainTex )
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					UNITY_DEFINE_INSTANCED_PROP( float4, _MainTex_ST )
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				UNITY_INSTANCING_BUFFER_END( Props )
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				// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
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				VertexOutput MainVS( VertexInput i )
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				{
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					VertexOutput o;
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					UNITY_SETUP_INSTANCE_ID( i );
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					UNITY_INITIALIZE_OUTPUT( VertexOutput, o );
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					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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					o.vertex = UnityObjectToClipPos(i.vertex);
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					o.uv = TRANSFORM_TEX( i.uv, UNITY_ACCESS_INSTANCED_PROP( Props, _MainTex ) );
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					return o;
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				}
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				// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
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				float4 MainPS( VertexOutput i ) : SV_Target
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				{
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					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( i );
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					float4 vColor = UNITY_ACCESS_INSTANCED_PROP( Props, _Color.rgba );
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					return vColor.rgba;
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				}
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#else
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				// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
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				sampler2D _MainTex;
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				float4 _MainTex_ST;
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				float4 _Color;
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				// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
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				VertexOutput MainVS( VertexInput i )
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				{
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					VertexOutput o;
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#if UNITY_VERSION >= 540
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					o.vertex = UnityObjectToClipPos(i.vertex);
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#else
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					o.vertex = mul(UNITY_MATRIX_MVP, i.vertex);
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#endif					
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					o.uv = TRANSFORM_TEX( i.uv, _MainTex );
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					return o;
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				}
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				// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
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				float4 MainPS( VertexOutput i ) : SV_Target
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				{
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					float4 vColor = _Color.rgba;
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					return vColor.rgba;
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				}
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#endif
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			ENDCG
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		}
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	}
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}
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