Added VR libraries
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Assets/GoogleVR/Demos/Shaders/HelloVR.meta
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Assets/GoogleVR/Demos/Shaders/HelloVR.meta
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guid: 059082d0af2a05c4dbbc4695e740b903
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folderAsset: yes
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// Copyright 2016 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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Shader "GoogleVR/Demos/Unlit/HelloVR Color From Grayscale"
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{
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Properties
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{
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_MainTex ("Texture (A)", 2D) = "" {}
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_Color ("Color Overlay", Color) = (1,1,1,1)
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_HighlightColor ("Highlight Tint", Color) = (0.63,0.52,0.38,0.66)
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_ShadowColor ("Shadow Tint", Color) = (0.96,1,1,0.85)
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}
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SubShader
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{
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Tags { "Queue"="Geometry" "RenderType"="Geometry"}
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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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#pragma target 2.0
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#include "UnityCG.cginc"
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struct appdata {
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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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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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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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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 _HighlightColor;
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fixed4 _ShadowColor;
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fixed4 _Color;
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fixed4 frag (v2f i) : SV_TARGET {
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fixed alpha = tex2D(_MainTex, i.uv).a;
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fixed3 highlight = max(0,(alpha*alpha)*_HighlightColor.rgb - (1 - _HighlightColor.a));
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fixed3 shadow = max(0,(alpha*_ShadowColor.rgb - Luminance(highlight)*_ShadowColor.a));
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fixed4 col = fixed4(highlight + shadow,0)*_Color;
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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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fileFormatVersion: 2
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guid: fbc799bc7ede6a940b24eff19a72979c
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timeCreated: 1474923324
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licenseType: Pro
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ShaderImporter:
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defaultTextures: []
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