Mercurial > hg > Game > Games
comparison Orchestland/Assets/OVR/Shaders/OVRGUIShader.shader @ 1:f7675884f2a1
Add Orchestland project
author | Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp> |
---|---|
date | Fri, 17 Jul 2015 23:09:20 +0900 |
parents | |
children |
comparison
equal
deleted
inserted
replaced
0:347d21cdfc22 | 1:f7675884f2a1 |
---|---|
1 /************************************************************************************ | |
2 | |
3 Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. | |
4 | |
5 Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License"); | |
6 you may not use the Oculus VR Rift SDK except in compliance with the License, | |
7 which is provided at the time of installation or download, or which | |
8 otherwise accompanies this software in either electronic or hard copy form. | |
9 | |
10 You may obtain a copy of the License at | |
11 | |
12 http://www.oculusvr.com/licenses/LICENSE-3.2 | |
13 | |
14 Unless required by applicable law or agreed to in writing, the Oculus VR SDK | |
15 distributed under the License is distributed on an "AS IS" BASIS, | |
16 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
17 See the License for the specific language governing permissions and | |
18 limitations under the License. | |
19 | |
20 ************************************************************************************/ | |
21 | |
22 Shader "OVRGUIShader" | |
23 { | |
24 Properties { _MainTex ("Texture", any) = "" {} } | |
25 | |
26 SubShader { | |
27 | |
28 Tags { "ForceSupported" = "True" "RenderType"="Overlay" "Queue"="Overlay" } | |
29 | |
30 Lighting Off | |
31 Blend One OneMinusSrcAlpha | |
32 Cull Off | |
33 ZWrite Off | |
34 Fog { Mode Off } | |
35 ZTest Always | |
36 | |
37 Pass { | |
38 CGPROGRAM | |
39 #pragma vertex vert | |
40 #pragma fragment frag | |
41 #pragma fragmentoption ARB_precision_hint_fastest | |
42 | |
43 #include "UnityCG.cginc" | |
44 | |
45 struct appdata_t { | |
46 float4 vertex : POSITION; | |
47 fixed4 color : COLOR; | |
48 float2 texcoord : TEXCOORD0; | |
49 }; | |
50 | |
51 struct v2f { | |
52 float4 vertex : POSITION; | |
53 fixed4 color : COLOR; | |
54 float2 texcoord : TEXCOORD0; | |
55 }; | |
56 | |
57 sampler2D _MainTex; | |
58 | |
59 uniform float4 _MainTex_ST; | |
60 | |
61 v2f vert (appdata_t v) | |
62 { | |
63 v2f o; | |
64 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); | |
65 o.color = v.color; | |
66 o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); | |
67 return o; | |
68 } | |
69 | |
70 fixed4 frag (v2f i) : COLOR | |
71 { | |
72 return 2.0f * tex2D(_MainTex, i.texcoord) * i.color; | |
73 } | |
74 ENDCG | |
75 } | |
76 } | |
77 | |
78 | |
79 SubShader { | |
80 | |
81 Tags { "ForceSupported" = "True" "RenderType"="Overlay" } | |
82 | |
83 Lighting Off | |
84 Blend SrcAlpha OneMinusSrcAlpha | |
85 Cull Off | |
86 ZWrite Off | |
87 Fog { Mode Off } | |
88 ZTest Always | |
89 | |
90 BindChannels { | |
91 Bind "vertex", vertex | |
92 Bind "color", color | |
93 Bind "TexCoord", texcoord | |
94 } | |
95 | |
96 Pass { | |
97 SetTexture [_MainTex] { | |
98 combine primary * texture DOUBLE, primary * texture DOUBLE | |
99 } | |
100 } | |
101 } | |
102 | |
103 Fallback off | |
104 } |