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- Shader "Oculus/UnlitTransparent" {
- Properties{
- _MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
- }
-
- SubShader{
- Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
- LOD 100
-
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
-
- Pass{
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #pragma multi_compile_fog
-
- #include "UnityCG.cginc"
-
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f {
- float4 vertex : SV_POSITION;
- half2 texcoord : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- v2f vert(appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
-
- fixed4 frag(v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.texcoord);
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
- }
- ENDCG
- }
- }
- }
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