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