forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			106 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			106 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
 Shader "UI/Default_OverlayNoZTest"
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 {
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     Properties
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     {
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         [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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         _Color("Tint", Color) = (1,1,1,1)
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         _StencilComp("Stencil Comparison", Float) = 8
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         _Stencil("Stencil ID", Float) = 0
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         _StencilOp("Stencil Operation", Float) = 0
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         _StencilWriteMask("Stencil Write Mask", Float) = 255
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         _StencilReadMask("Stencil Read Mask", Float) = 255
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         _CullMode ("Cull Mode", Float) = 0
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         _ColorMask("Color Mask", Float) = 15
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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" = "Overlay"
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             "IgnoreProjector" = "True"
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             "RenderType" = "Transparent"
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             //"PreviewType" = "Plane"
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             //"CanUseSpriteAtlas" = "True"
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         }
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         Stencil
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         {
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             Ref[_Stencil]
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             Comp[_StencilComp]
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             Pass[_StencilOp]
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             ReadMask[_StencilReadMask]
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             WriteMask[_StencilWriteMask]
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         }
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         Cull [_CullMode]
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         ZWrite Off
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         Lighting Off
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         Fog
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         {
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             Mode Off
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         }
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         ZTest Always
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         Blend One OneMinusSrcAlpha
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         ColorMask [_ColorMask]
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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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                 UNITY_VERTEX_INPUT_INSTANCE_ID
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                 float4 vertex : POSITION;
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                 float4 color : COLOR;
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                 float2 texcoord : TEXCOORD0;
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             };
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             struct v2f
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             {
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                 UNITY_VERTEX_INPUT_INSTANCE_ID
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                 UNITY_VERTEX_OUTPUT_STEREO
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                 float4 vertex : SV_POSITION;
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                 fixed4 color : COLOR;
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                 half2 texcoord : TEXCOORD0;
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             };
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             fixed4 _Color;
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             fixed4 _TextureSampleAdd; //Added for font color support
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             v2f vert(appdata_t IN)
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             {
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                 v2f OUT;
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                 UNITY_INITIALIZE_OUTPUT(v2f, OUT);
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                 UNITY_SETUP_INSTANCE_ID(IN);
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                 UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
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                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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                 OUT.vertex = UnityObjectToClipPos(IN.vertex);
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                 OUT.texcoord = IN.texcoord;
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                 #ifdef UNITY_HALF_TEXEL_OFFSET
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         OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
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                 #endif
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                 OUT.color = IN.color * _Color;
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                 return OUT;
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             }
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             sampler2D _MainTex;
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             fixed4 frag(v2f IN) : SV_Target
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             {
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                 half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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                 //Added for font color support
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                 clip(color.a - 0.01);
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                 return color;
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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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