Initial Commit
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Shader "Oculus/SceneObjectPreview" {
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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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_ZWrite("ZWrite", Int) = 0
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}
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SubShader {
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Tags{"RenderType" = "Transparent"}
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LOD 100
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Cull off
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ZWrite [_ZWrite]
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Blend SrcAlpha OneMinusSrcAlpha, Zero One
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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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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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v2f vert(appdata v) {
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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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UNITY_TRANSFER_FOG(o, o.vertex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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fixed4 col = tex2D(_MainTex, i.uv);
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col * _Color;
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}
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ENDCG
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}
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}
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}
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