forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			67 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			67 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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Shader "Interaction/OculusControllerRayShader"
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{
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    Properties
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    {
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        _Color0 ("Color0", Color) = (1,1,1,1)
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        _Color1 ("Color1", Color) = (1,1,1,0)
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    }
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    SubShader
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    {
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        Tags
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        {
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            "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
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        }
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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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        {
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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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                float4 vertex : POSITION;
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                float2 uv : TEXCOORD0;
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            };
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            struct v2f {
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                float2 uv : TEXCOORD0;
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                float4 vertex : SV_POSITION;
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            };
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            v2f vert(appdata v) {
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                v2f o;
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                o.vertex = UnityObjectToClipPos(v.vertex);
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                o.uv = v.vertex.zz * 2.0f;
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                return o;
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            }
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            uniform float4 _Color0;
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            uniform float4 _Color1;
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            fixed4 frag(v2f i) : SV_Target {
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                fixed4 col = lerp(_Color0, _Color1, clamp(i.uv.x, 0.0f, 1.0f) * 1.5f);
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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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