GvrUnlitTransparentOverlayColor.shader
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// Copyright 2016 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
Shader "GoogleVR/Unlit/Transparent Overlay Color" {
Properties {
_Color ("Color", COLOR) = (1, 1, 1, 1)
_MainTex ("Texture", 2D) = "white" {}
}
SubShader {
Tags {
"Queue" = "Overlay+100"
"IgnoreProjector" = "True"
"RenderType"="Transparent"
}
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha, OneMinusDstAlpha One
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float3 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _Color;
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 {
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
return col;
}
ENDCG
}
}
FallBack "Unlit/Transparent"
}