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			76 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			76 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
//======= 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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} |