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			76 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
		
		
			
		
	
	
			76 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
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											1 year ago
										 
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								//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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								// UNITY_SHADER_NO_UPGRADE
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								Shader "Custom/SteamVR_Fade"
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								{
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									SubShader
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									{
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										Pass
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										{
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											Blend SrcAlpha OneMinusSrcAlpha
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											ZTest Always
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											Cull Off
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											ZWrite Off
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											CGPROGRAM
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												#pragma vertex MainVS
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												#pragma fragment MainPS
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											// Includes -------------------------------------------------------------------------------------------------------------------------------------------------
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											#include "UnityCG.cginc"
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								#if UNITY_VERSION >= 201810	
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											// Structs --------------------------------------------------------------------------------------------------------------------------------------------------
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											struct VertexInput
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											{
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												float4 vertex : POSITION;
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												UNITY_VERTEX_INPUT_INSTANCE_ID
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											};
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											struct VertexOutput
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											{
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												float4 vertex : SV_POSITION;
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												UNITY_VERTEX_OUTPUT_STEREO
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											};
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												// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
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												UNITY_INSTANCING_BUFFER_START( Props )
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													UNITY_DEFINE_INSTANCED_PROP( float4, fadeColor )
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												UNITY_INSTANCING_BUFFER_END( Props )
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												VertexOutput MainVS( VertexInput i )
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												{
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													VertexOutput o;
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													UNITY_SETUP_INSTANCE_ID( i );
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													UNITY_INITIALIZE_OUTPUT( VertexOutput, o );
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													UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); 
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													o.vertex = i.vertex;
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													return o;
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												}
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												float4 MainPS( VertexOutput i ) : SV_Target
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												{
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													UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( i );
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													return UNITY_ACCESS_INSTANCED_PROP( Props, fadeColor.rgba );
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												}
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								#else
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												float4 fadeColor;
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												float4 MainVS( float4 vertex : POSITION ) : SV_POSITION
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												{
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													return vertex.xyzw;
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												}
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												float4 MainPS() : SV_Target
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												{
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													return fadeColor.rgba;
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												}
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								#endif
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											ENDCG
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										}
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									}
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								}
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