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