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- /************************************************************************************
-
- Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
-
- See SampleFramework license.txt for license terms. Unless required by applicable law
- or agreed to in writing, the sample code is provided “AS IS” WITHOUT WARRANTIES OR
- CONDITIONS OF ANY KIND, either express or implied. See the license for specific
- language governing permissions and limitations under the license.
-
- ************************************************************************************/
-
- Shader "Oculus Sample/Xing Light"
- {
- Properties
- {
- _MainTex("Base (RGB) Alpha (A)", 2D) = "white" {}
- _Color("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
- }
- SubShader
- {
- Tags{"Queue" = "Transparent" "RenderType" = "Transparent"
- "IgnoreProjector" = "True" "PreviewType" = "Plane"}
- LOD 100
- Blend SrcAlpha OneMinusSrcAlpha
- Cull Back
- Lighting Off
- ZWrite Off
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
-
- fixed4 _Color;
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- return _Color * tex2D(_MainTex, i.uv);
- }
- ENDCG
- }
- }
- }
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