69 lines
1.7 KiB
Plaintext
69 lines
1.7 KiB
Plaintext
// 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/Unlit/Transparent Overlay Color" {
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Properties {
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_Color ("Color", COLOR) = (1, 1, 1, 1)
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader {
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Tags {
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"Queue" = "Overlay+100"
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"IgnoreProjector" = "True"
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"RenderType"="Transparent"
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}
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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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#include "UnityCG.cginc"
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struct appdata {
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float3 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 _Color;
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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 frag (v2f i) : SV_Target {
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv) * _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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FallBack "Unlit/Transparent"
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}
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