76 lines
No EOL
1.8 KiB
Text
76 lines
No EOL
1.8 KiB
Text
//======= 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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} |