Shader "VIVE/OpenXR/Raycast/GazePointerDef" { Properties{ _MainTex("Font Texture", 2D) = "white" {} _Color("Text Color", Color) = (1,1,1,1) _StencilComp("Stencil Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 _ColorMask("Color Mask", Float) = 15 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Lighting Off Cull Off ZTest Off ZWrite Off Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; sampler2D _MainTex; uniform float4 _MainTex_ST; uniform fixed4 _Color; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color * _Color; o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); #ifdef UNITY_HALF_TEXEL_OFFSET o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); #endif return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = i.color; col.a *= tex2D(_MainTex, i.texcoord).a; clip (col.a - 0.01); return col; } ENDCG } } }