// Copyright 2015 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/Reticle" { Properties { _Color ("Color", Color) = ( 1, 1, 1, 1 ) _InnerDiameter ("InnerDiameter", Range(0, 10.0)) = 1.5 _OuterDiameter ("OuterDiameter", Range(0.00872665, 10.0)) = 2.0 _DistanceInMeters ("DistanceInMeters", Range(0.0, 100.0)) = 2.0 } SubShader { Tags { "Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent" } Pass { Blend SrcAlpha OneMinusSrcAlpha AlphaTest Off Cull Back Lighting Off ZWrite Off ZTest Always Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform float4 _Color; uniform float _InnerDiameter; uniform float _OuterDiameter; uniform float _DistanceInMeters; struct vertexInput { float4 vertex : POSITION; }; struct fragmentInput{ float4 position : SV_POSITION; }; fragmentInput vert(vertexInput i) { float scale = lerp(_OuterDiameter, _InnerDiameter, i.vertex.z); float3 vert_out = float3(i.vertex.x * scale, i.vertex.y * scale, _DistanceInMeters); fragmentInput o; o.position = UnityObjectToClipPos (vert_out); return o; } fixed4 frag(fragmentInput i) : SV_Target { fixed4 ret = _Color; return ret; } ENDCG } } }